Wizard archetype

Spellslinger

Source: Ultimate Combat, p. 74

While few contest the seductive allure of commanding arcane and occult powers, there are those wizards who become obsessed with the natural mysteries of black powder. Combining this emerging technology with their considerable arcane skills, they transform firearms into a powerful focus.

Arcane Gun (Su)

This ability replaces arcane bond.

The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one- handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired ® ™ paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

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. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.

Gunsmith

Replaces Scribe Scroll.

The spellslinger gains the Gunsmithing feat (see page 103) and a battered gun that is identical to the gun a gunslinger (see page 9) gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.

Mage Bullets (Su)

Replaces Cantrips.

A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. 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. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

School of the Gun

Replaces Arcane School.

The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.

paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 Feats paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 T he ettin’s enormous mace slammed into the packed- dirt floor of the arena, its curving spikes digging deep furrows as it rebounded. Already airborne, Alain avoided the clumsy swing easily, yet could still imagine those same furrows torn through his flesh.

Against his will, the mercenary’s gaze flicked up toward the stands, past the blank-eyed, poxy faces of the cheering peasants, up to the shaded gallery where the duchess sat. She met his eyes and smiled.

Conniving wench. When she’d asked him to be her champion, he’d thought she meant in some petty squabble of honor—or maybe just for the night. Stupid.

Behind him, two heads screamed.

paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 paizo.com #1764137, < Aug 4, 2011 Feats Feats represent special tricks or abilities a character has acquired through training, luck, or as a quirk of his birth. They grant characters abilities that others lack, giving them an edge in the right situation. While some feats specifically interact with a PC’s race or class, most are available to anyone who meets the prerequisites. The feats in this book expand upon those in the Pathfinder RPG Core Rulebook, the Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Ultimate Magic, and other sources, introducing new combat feats, critical feats, metamagic feats, and teamwork feats. This book also introduces two new types of feats— grit feats and style feats. Grit feats expand a gunslinger’s ability to use grit and deeds, while style feats each grant a style of martial arts that can be used by monks and other characters who learn the style.