
Thunderfrog |

Please help me parse though all this.
10th level character.
1 Spellslinger / 9 Arcanist
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References.
Spellslinger, Arcane gun, Mage Bullets
Arcane Weapon
Greater Magic Weapon
Weapon Bonus, Magic Weapons, and Spell Storing
Infused Spell Cartridges
-First, when convenient I use G. Magic Weapon (CL9, so +2), I now have a +2 gun.
-Then I can use Arcane Weapon as a standard action, which states its enhancement bonuses stack with other bonuses. I now have a +4 gun for 10 rounds. (I tanked charisma)
-Then I can apply Mage Bullets as a swift action, and consume a 4th level spell. This gives me +4 in bonuses to allocate through the Mage Bullets class feature.
-I can use those 4 "points" of bonuses for flaming, frost, shock, and vicious.
My air repeater gun is now +4 to hit, and 1d8+4+5d6 damage. In addition, my spells that roll to hit are +4 to hit, and my spells that allow saves have a +4 DC thanks to Arcane Gun.
That of course, assuming this all works like I think it does. Here's the questions and assumptions I guess.
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Assumption 1: I cannot use 1 "point" of the Mage Bullets bonus to raise my gun to +5 after using GMW and Arcane Weapon, because the Mage Bullets do not explicitly stack. Is this correct?
Assumption 2: At lower levels, I can do something similar. Per my reading, Mage Bullets does not require an enhancement bonus to be on the gun to add weapon properties. So at say, Wiz 1 / Arc 4 I could turn two second level spells into flaming / shock and then vicious / frost.
Possible problem with 1 and 2: The wording on mage bonus says it can turn a spell into a weapon bonus = to the spell level sacrificed. I don't think "weapon bonus" is a term anywhere, other than an untyped chart on magic weapons explaining that a weapon does not go above +10 in bonuses.
What I don't know is if Mage Bullets bonuses are exclusive or considered a typed or named bonus, meaning I get either the level of spell sacrificed through the mage bullets feature, OR a combination of GMW + Arcane Weapon (which states that its enhancement bonuses stack) / Mage Bullets + Arcane Weapon.
To rephrase, if I raise my weapon to +4 through GMW and Arcane Weapon, does Mage Bullets even let me add its weapon properties or enhancement bonuses?
Two Part Question: How does gaining the spell storing property work with a ranged weapon. Does it just mean that in the 4 minutes the weapon has that property, I can cast a spell into it and then activate it after shooting a foe?
How does that react with the Infused Spell Cartridge feat? Can I store an intensified shocking grasp with spell storing, then in another round cast intensified shocking grasp through the gun to do 2d4 with the force bullet and 2x 10d6 shock damages? Would the force bullets get the bonuses from all the enhancements as listed above?
If so, since force bullets are the guns ammunition, we are looking at 2d4 (force bullet) + 4 (enhancement bonus ) + 2 (arcane strike) + 5d6 (frost, shock, vicious) + 10d6 (spell store intensified shocking grasp) + 10d6 (intensified shocking grasp delivered through gun for infused spell cartridge).
25d6+2d4+6 with no saving throw and I can swap between snowball or shocking grasp or Acid Something? for resistance on enemies.
That seems pretty good for a blaster mage blowing his load at 11th level?
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It would be nice if this all worked like I think it does.
I know its not a world beater, but when out of spells it doesn't seem like a bad fallback. I know I could in theory just use that 4th level spell to do something like a metamagic fireball, but that 9d6 happens once and they can save against it.
I think at this level my to hit line looks something like +4 bab, +4 dex + 4 enhancement to weapon. And that's without other buffs like haste, heroism, divine favor, etc. So I should be hitting touch AC pretty well.
Its also a flavorful way to play a spellcaster without wanting to control the game or up the power curve for the DM. I can outlaw star as much as I want, and wizard when needed.
If anyone doesn't mind critiquing, here's the build and character sheet so far. I've yet to spend my gold because I have no idea what to buy.
[url=https://docs.google.com/spreadsheets/d/19VPNY_3IbCT-A5QU54zKC-9rMNihjPx6zE5JY7-YYDk/edit?usp=sharing[/url]

Meirril |
So, you probably aren't going to like my answers. But here they are anyways.
First, most class abilities that let you sacrifice spells only let you sacrifice spells granted by that class. Since you're only a 1st level spell slinger, you'd only be able to sacrifice your 1st level Spellslinger granted spells to use with the Magic Bullet class ability.
Second, Magic Bullet says "The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements." Which answers your question about using 2 different activations of Magic Bullet.
Third, normally bonuses to Enhancement don't stack. The only reason Arcane Weapon stacks is because it explicitly says so. The source of the Enhancement bonus doesn't matter at all.
Weapon bonuses from a single item can only go up to 10. If multiple sources of weapon bonuses affect the same attack, as long as a bonus doesn't overlap they all take effect. So you can have the Enhancement bonus from one source (plus any that say they are exceptions), and any special abilities that aren't duplicates. Even if the total bonus is over +10 equivalent. The +10 is the max for item creation.
Spell Storing works as the ability says it does. If you or anyone else wields the gun they can dump a 1st-3rd level spell into it as a standard action. Then before the duration runs out if you hit an opponent you can choose to cast the stored spell on them too as a free action. If the spell requires a to hit roll, you'll need to hit with it separately since this is a separate free attack.
If you wanted to try and line all of this up with a infused spell cartridge you can... just remember that Arcane Strike requires a swift action. Any round you use Magic Bullet or any other swift action you won't be able to shoot force bullets. The action economy gets real strained because you only have 1 swift action per round and there is no way to get a second.
Also the whole action economy gets kind of weird for this trick. First round you Arcane Weapon (standard) and magic bullet (swift gone). Then the second round you store a spell (standard) so you can double hit later? You don't get around to attacking till the 3rd round and the fight could very well be over. You're spell storing trick is better served from a permanent ability where you aren't using up in-combat actions.
For a shootier version of the same kind of build you might consider Spellslinger/Magus with the Eldritch Archer archetype. The arcane pool ability of the Magus synergizes well with the Magic Bullet ability. The extra attack from Spell Combat lets you try to hit twice a round with your Magic Bullet/Arcane Pool boosted weapon special abilities. Admittedly the end game for Arcanist is better, but the magus build has a better early game.

Thunderfrog |

Hi!
Thanks for commenting. First, here's a couple of things.
1. Almost all Spellslinger builds call for 1 level in spellslinger, followed by any number of levels in either arcanist / sorcerer. This is because of the wording of Arcane Gun.
"A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. "
Note this wording is completely different than something like a magus or other class. I could take cleric levels and apply the bonuses, should I wish.
2. Nice catch on the part about not being able to sacrifice two spells to keep stacking effects. Thank you!
3. With spell storing, my biggest concern is this. Is the weapon a bullet? Per Raw, it states it activates when you "hit someone with the weapon." Do I have to whack someone with the pistol? Or can it activate when I shoot?
4. I agree about the bad action economy. Spell Storing is a pretty poor choice overall in retrospect, unless I had a quickened spell ready to go and a swift action available.
5. Thanks again! I considered the Magus, but the DM is only allowed Hybrid and the ol' basic classes in this one, and then any archetypes or feats.
I suppose he's tired of Maguses and Summoners.

Cevah |

I agree with Meirril that only class spells can be used for Arcane Gun.
The spell storing enchant requires it to be filled, not necessarily by you. It also only applies to the weapon, not the projectiles. You can only trigger it if the weapon does the damage, not the projectile.
The vicious enchant only applies to melee weapons. Applied via mage bullet it adds vicious to the gun, but that only applies when you use the gun as a weapon in a melee attack. It will not transfer to the projectile.
You can bump the enhancement plus with the Rags to Riches spell.
Lastly, have patience. The usual practice is to wait 24 hours before bumping.
/cevah

Thunderfrog |

Hrm.
Maybe the various melee properties are there to offer options to the few firearms that serve as melee weapons, like the axe-musket and such. Or maybe worse, you can't even enchant that since its a double weapon. It must be the "barrel" of the gun.
Regarding using spells from other classes, I still disagree. It's even mentioned in the afore-linked guide to the class.
"The very best sort of build to play is to not be a wizard. Take one level only of Spellslinger, then take either Sorcerer or Cleric or Witch. Then play as one of these who has a minor, yet nifty, ability with a gun. This is completely legal, because the Spellslinger archetype doesn’t mention anything about having to use wizard spells only, or even arcane only, to fire through the gun or to sacrifice to enhance it. If you choose either of these (or any other class with spells) then you will only be losing one level to gain all of the benefits of the Spellslinger."

Cevah |

The melee enchants can be used on the barrel when the weapon is used as an improvised weapon.
The guide: The Spellslinger (A Pathfinder Wizard Archetype): A Guide is not RAW but someone's opinion. As such, any quote from it does not carry RAW weight. [Also, you didn't link it.]
Gilarius created the Spellslinger guide on July 19, 2014. His account does not mention working for Paizo. He made no update to it.
/cevah

Thunderfrog |

True.
I also didn't say you were wrong, I just said that I disagree that one part works the way you think it does. Also, I got my threads confused. I had a couple open at once, and in one of them on Mage Bullets, someone linked to the Archetype guide.
I also want to continue to point out that I greatly appreciate the guidance concerning using Mage Bullets twice, the silliness of trying to spell store, the the way the melee enchantments work.
And Rags to Riches is a great spell I never knew existed, so thank you for that too.
Just because I disagree on one bit doesn't mean I'm trying to poopoo anyone.
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Noting that I respectfully disagree with your thoughts on how arcane gun works with non-wizard spells, if my DM has it work the way I think it does, I have a final question.
If I cast a Reach Chill Touch through the gun, I understand that in the turn I use it I get one ranged touch attack. What is your opinion on whether or not I get to continue using a ranged touch attack for Chill Touch's full duration?
Some argue you can't "hold the charge" on ranged touch spells. Some argue the spell is still a touch spell, it just now can touch from range.

Cevah |

No worries. Disagreement leads to discovery. :-)
If the GM allow it as you want, then I would say you can use Magus (Myrmidarch) rules:
At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.
At 11th level, a myrmidarch can spend a full-round action to cast a spell that includes multiple ranged touch attacks and deliver more than one using ranged attacks. The spell must have a casting time of 1 full-round action or less. This functions similarly to the base ability of ranged spellstrike, but the myrmidarch can deliver a number of missiles, rays, or effect up to the number of attacks he could make with a full attack. Attacks beyond the first take penalties as if the myrmidarch were making a full attack. Any effects not used in the round the spell is cast are lost, as are any additional ranged touch attacks the spell would allow beyond the myrmidarch’s maximum number of attacks.
This ability replaces spell recall and improved spell recall.
If you use this, the GM should go for it.
/cevah