Jormengand
2014-01-25, 01:18 PM
The Wizards have never cared much for Gunslingers, and the feeling is mutual. The Wizards preferred learning things from books, sitting in libraries and learning ultimate arcane power, staying away from the fight until they knew just how to end every one of their foes. The Gunslingers eschewed this in favour of taking up a volatile weapon and firing upon their enemies, leaping from cover to cover while blasting down their foes with reckless abandon. To combine these two styles of fighting would be absurd: almost heretical.
That, however, is exactly what the Spellslingers do. Bold and fearless, they combine magic and firearms in a way that few would have dreamed of - not merely the use of enchanted firearms, but moreover the use of firearms to fire spells at their enemies.
Role: The Spellslinger's almost unlimited capacity to cast combat spells allows for a strong combatant, while a low number of prepared spells cast from two different lists allows the Spellslinger to be a decent backup caster, or even a primary spellcaster for a lower-power party.
The Spellslinger
LevelBABFortRefWillSpecial
Max Spell Level
Spell Capacity0th1st2nd3rd4th5th6th
1st+0+0+2+2Spellslinging, Armour Casting
1
631
2nd+1+0+3+3Combat Style
1
732
3rd+2+1+3+3Evasion
1
933
4th+3+1+4+4Enchanted Guns +1
2
10331
5th+3+1+4+4Dive
2
11332
6th+4+2+5+5Improved Combat Style
2
13333
7th+5+2+5+5Swift Preparation
3
143331
8th+6/+1+2+6+6Enchanted Guns +2
3
163332
9th+6/+1+3+6+6Improved Evasion
3
173333
10th+7/+2+3+7+7Improved Dive
4
1833331
11th+8/+3+3+7+7Combat Style Mastery
4
2033332
12th+9/+4+4+8+8Enchanted Guns +3, Swift Preparation
4
2133333
13th+9/+4+4+8+8Stare Down Death
5
22333331
14th+10/+5+4+9+9Seeker Bullet
5
24333332
15th+11/+6/+1+5+9+9Greater Dive
5
25333333
16th+12/+7/+2+5+10+10Enchanted Guns +4
6
273333331
17th+12/+7/+2+5+10+10Swift Preparation
6
283333332
18th+13/+8/+3+6+11+11Stare Down Destruction
6
293333333
19th+14/+9/+4+6+11+11Phasing Bullet
6
313333333
20th+15/+10/+5+6+12+12Devastation Spell, Enchanted Guns +5, Perfect Dive
6
323333333
{This is 3.5 material, and does not appear in Pathfinder}
[This is Pathfinder material, and does not appear in 3.5]
Alignment: Any
Hit Die: 1d8
Class Skills:
The Class skills of the Spellslinger are [Acrobatics], {Balance}, Bluff, Climb, Craft, Handle Animal, Heal, {Hide} Intimidate, {Jump} Knowledge ({Architecture and} Engineering), {Listen}, {Move Silently} [Perception], Profession, Ride, Sleight of Hand, {Spot}, [Stealth], Survival, Swim and {Tumble}.
{Skill Points at 1st Level: (4 + Int modifier) Χ 4}
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency: The Spellslinger is proficient with all firearms, including special Spellslinging weapons. They are also proficient with simple weapons and light armour, but not shields.
Spellcasting: A Spellslinger casts arcane spells which are drawn directly from the Cleric and Sorcerer/Wizard lists - the Spellslinger need not learn spells, and simply prepares them as needed. A Spellslinger must choose and prepare spells ahead of time.
To learn, prepare, or cast a spell, the Spellslinger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spellslingers spell is 10 + the spell level + the Spellslingers Intelligence modifier.
Like other spellcasters, a Spellslinger can cast only a certain number of spells of each spell level per day. The Spellslinger's base daily spell allotment is given on Table: The Spellslinger. In addition, Spellslingers receive bonus spells per day if they have a high Intelligence score.
Unlike a bard or sorcerer, a Spellslinger may know any number of spells. Spellslingers must choose and prepare spells ahead of time by getting a good nights sleep, and spending a full hour meditating on the ways of magic, telepathically bargaining with planar entities for their spells or otherwise acquiring their spells - in any case, they are simply forced to spend an hour in the same place, taking no other actions. While so doing, the Spellslinger decides which spells to prepare.
Armour Casting: A Spellslinger takes no penalties for casting spells in light armour. Spellslingers still take the full arcane spell failure chance for casting spells in medium or heavy armour, although Spellslinging (see below) is unaffected.
Spellslinging: Although Spellslingers have a limited number of spells per day, they can also use their special Spellslinging abilities to fire spells out of their own special firearms.
A Spellslinger begins play with two special revolvers, which are 1-handed weapons (treated as light for the purposes of fighting with two weapons) and one special rifle with a revolving canister, which is a two-handed weapon. These firearms may only be used by a Spellslinger - other classes find them strangely inert and useless - and have a special control in them which causes them to detonate when the Spellslinger dies, when they go more than 500 feet from the Spellslinger, or at the Spellslinger's will (A free action will detonate any one weapon of the Spellslinger's choosing). Detonated weapons deal 1 fire damage to anyone or anything touching them, and are henceforth useless pieces of scrap. A Spellslinger may remake these weapons during daily preparation of spells, or else spend 10 minutes per revolver or 20 minutes for the rifle rebuilding them - it is assumed that the Spellslinger's Spell Component Pouch contains the required tools and materials to do this.
Due to the magical nature of the weapons, they do not require powder nor shot, and therefore cannot misfire. They also have automatically revolving canisters which have a telepathic link to the Spellslinger and revolve to a chamber of the Spellslinger's choice. However, due to the volatile nature of magic, their range increment is drastically reduced.
Table: Spellslinger weapons.
Firearm[/td]Damage (S)Damage (M)CriticalRangeCapacityWeightTypeSpecial
Special Revolver1d61d8*410 ft64 lbsB and PSpellslinging[/tr]
Special Rifle1d81d10*410 ft1215 lbsB and PSpellslinging
Spellslingers may load a number of spells into their guns depending on the levels of those spells and the Spellslinger's class level. The guns, between them, including any other Spellslinger's weapon that the Spellslinger has loaded spells into, may hold a number of Capacity Points' worth of spells equal to the Spellslinger's Spell Capacity, given on Table: The Spellslinger. Spells use a number of Capacity Points depending on their level, as given on Table: Capacity Points.
Table: Capacity points.
0th1st2nd3rd4th5th6th
0136101521[td]
The Spellslinger may load a number of spells into each weapon equal to its own capacity, of a level up to the maximum level given on Table: The Spellslinger. To do this, The Spellslinger chooses spells from the Spellslinger spell list (This is a special spell list, which is given later, not the Cleric and Sorcerer/wizard spell lists), then spend a number of rounds preparing these spells equal to the number of Capacity Points they wish to use. They can use any spell of a level they can cast, and do not have a set number of spells known. It then takes a full-round action to load each weapon, and then they are ready to fire. They may unload a gun as a free action, even if they are not in possession of that gun.
The Spellslinger does not use up spells when loading weapons for Spellslinging - a Spellslinger's spellcasting and Spellslinging are two entirely separate abilities, and are completely independent of each other.
Each spell forms a "bullet" which does damage when fired from the gun, but due to its telepathic link to the Spellslinger, the Spellslinger may choose to have the bullet disintegrate harmlessly when it hits. The Spellslinger may also fill the remaining spaces in the guns with "bullets" that do not contain any spells at all - they simply do damage (or don't, as the case may be). Each of the guns has its own set of spells loaded therein, but the barrel of the guns automatically rotates to the spell the Spellslinger wishes to fire - they need not be fired in order.
The Spellslinger can use the spells in the gun as Spell-like abilities, with the same DC as is they were spells (Save DCs of INT+Spell level+10) by firing the gun at the ability's target. Though they are Spell-like abilities, they may be the subject of Metamagic feats with the exception of those which change the target, range, cast time or components of the spell (For example, Enlarge Spell, Quicken Spell, or Silent Spell). Metamagic which changes the area of the spell's effect (Such as Widen Spell) can only be used on Cone, Cylinder or Radius spells (Widened fireball is acceptable, Widened Lightning Bolt is not).
Any spell that the Spellslinger uses in this manner requires a successful Ranged Touch Attack from the weapon in which it is loaded, which can be done as part of a full-round attack action. The Spellslinger takes a penalty to attack rolls equal to the spell's level. The spell's range field is ignored unless it has an area of effect - the spell just requires the target to be in range of the weapon. This means that "Personal" or "Touch" spells affect the target as though they were the caster or creature touched. The Spellslinger may choose whether or not the weapon itself actually does damage.
The Spellslinger may attack unattended objects or make sunder attacks as normal, but spells which would not affect objects still do not.
If the spell has multiple shots (eg Magic Missile, Scorching Ray) the Spellslinger rolls for each separately. It's still one shot. Only the first ray, missile, etc actually deals damage with the weapon, but the others do their normal damage.
If the spell has multiple targets but is not a spell which actually fires anything (eg Feather fall) it does not affect any extra targets, only the target hit.
If the spell has a cone effect, the Spellslinger may choose any square for the emanation to start in. The emanation is cast from the square behind the chosen square, exactly as though the Spellslinger had Charged a creature in that square and then cast the spell normally (all this means is that the cone can't face back towards the Spellslinger, nor sideways, but must emanate away.) The Spellslinger may then choose to roll to hit any creature in that square with the gun, and must roll to hit any other creature in the area with the spell. All attack rolls take range penalties based on the location of the chosen square, not the actual creature.
If the spell has a radius or cylinder effect, the Spellslinger chooses a square to be the centre of the spell - if this is a cylinder effect, the Spellslinger may choose whether this is the actual centre, or the centre of the bottom circle. In any case, the Spellslinger makes an attack roll. Success means that the Spellslinger may hit the target creature with the gun. Failure means not only that the shot misses but that the spell misses as though it were a ranged splash weapon. The Spellslinger must then roll to hit any other creature in the area with the spell. All attack rolls take range penalties based on the location of the chosen square, not the actual creature.
If the spell has a line effect, it resolves as normal, up to the range of 100 feet, but the Spellslinger must make an attack roll to hit each person in the spell's area of effect with the spell, and may roll to hit the first person in the line with the gun itself. All attack rolls take range penalties based on the location of the actual creature.
Wall of Fire and Blade Barrier work in a similar way to line spells, taking up an area of 100 ft*5 ft, and retaining their normal height. The difference is that any creature who was missed by the effect (but not by the gun) may make a free five-foot step to move out of the effect. A creature who cannot move is hit by the spell's creation anyway. The spells last their normal duration.
Wall of Ice and Wall of Force work as above, except that they must be cast into an unoccupied space and so no attack rolls are made and the shot itself does no damage. However, they can be cast up to a creature or obstructive object within 100 ft, in which case the spell has a shorter length, but the Spellslinger may make an attack roll against the obstructing creature to hit it with the gun.
The secondary bolts from Chain Lightning require attack rolls. Range penalties are calculated as though the Spellslinger were standing where each new secondary bolt emanated.
Death Knell resolves after the gun deals damage, if the Spellslinger chooses to deal damage (so if a shot causes a creature to be Dying, Death Knell kills them and the Spellslinger gains the benefits. If they're already dying, the Spellslinger can make the shot deal no damage, they still die and the Spellslinger still gets the benefit.)
Dimension Door causes the Spellslinger to go to a square next to the struck creature or object. The Spellslinger chooses which square this is out of those available. Alternatively, the creature goes to a square next to the Spellslinger, of the creature's choice. The Spellslinger chooses which of these happens upon casting.
True Strike may apply to the shot which is fired, in which case the Spellslinger simply gets +20 on the attack roll, or it may apply to the target hit, in which case their next attack gets a +20 to the attack roll. The Spellslinger may choose which of these is the case upon casting.
Spellslinger Spell List:
0th
Single Target:
Resistance
Acid Splash
Daze
Flare
Ray of Frost
Disrupt Undead
Touch of Fatigue
Cause Minor Wounds**
Virtue
Lullaby
1st
Single Target:
Protection from Chaos/Evil/Good/Law
Shield
Mage Armour
True Strike*
Sleep
Shocking Grasp
Cause Fear
Chill Touch
Ray of Enfeeblement
Enlarge Person
Expeditious Retreat
Feather Fall
Reduce Person
Touch of Gracelessness
Bane
Bless
Cause Light Wounds**
Doom
Multiple Shots:
Magic Missile
Cone:
Burning Hands
Radius of Effect:
Grease
2nd
Single Target:
Protection from Arrows
Resist Energy
Acid Arrow
Daze Monster
Hideous Laughter
Touch of Idiocy
Invisibility
Blindness/Deafness
Ghoul Touch
Scare
Bear's Endurance
Bull's Strength
Cat's Grace
Eagle's Splendour
Fox's Cunning
Owl's Wisdom
Aid
Cause Moderate Wounds**
Death Knell*
Multiple Shots:
Scorching Ray
Radius of Effect:
Sound Burst
Slience
3rd:
Single Target
Protection from Energy
Deep Slumber
Heroism
Hold Person
Rage
Displacement
Halt Undead
Ray of Exhaustion
Vampiric Touch
Flame Arrow
Haste
Slow
Cause Serious Wounds**
Radius of Effect:
Fireball
Line effect:
Lightning Bolt
Searing Light
4th
Single Target
Lesser Globe of Invlunerability
Dimension Door*
Resilient Sphere
Phantasmal Killer
Enervation
Fear
Cause Critical Wounds**
Death Ward
Freedom of Movement
Poison
Cone:
Shout
Radius of Effect:
Ice Storm
Wall Effect:
Wall of Fire
Wall of Ice
5th
Single Target
Dismissal
Feeblemind
Slay Living
Spell Resistance
Cone:
Cone of Cold
Cylinder of Effect:
Flame Strike
Wall Effect:
Wall of Force
6th
Single target:
Greater Dispel Magic
Greater Heroism
Disintegrate
Damage**
Multiple Shots:
Chain Lightning*
Radius of Effect
Freezing Sphere
Wall Effect:
Blade Barrier
Devastation***
Single Target
Plane Shift
Insanity
Power Word: Blind
Finger of Death
Destruction
Ethereal Jaunt
Cone
Prismatic Spray
Radius of Effect
Delayed Blast Fireball
*These spells have special effects as given above.
**These spells are similar to the "Cure Wounds"/"Inflict Wounds" and "Heal"/"Harm" spells of the same level, but they always deal whichever of positive or negative energy damage is harmful to the subject. If both harm the subject, it deals half of each. If both would heal the subject, the spell is ineffective.
***See the Devastation Spell ability.
Combat Style, Improved Combat Style, Combat Style Mastery: These class features work exactly the same as the Ranger class features of the same name, save that they only operate with firearms.
Evasion, Improved Evasion: These work exactly as the Rogue class features of the same name.
Enchanted Guns (Su): At fourth level, and every fourth level thereafter, the Spellslinger's Spellslinging guns gain a +1 enhancement bonus. At eighth level, part of this enhancement bonus may be swapped out for weapon special abilities as normal.
Dive: At fifth level, a Spellslinger learns to fire and jump for cover at the same time. To do this, the Spellslinger may make a jump check, using Dexterity in place of Strength, and a full attack as a single full-round action. Roll the result of the jump check. The Spellslinger may then make as many attacks as possible, at any point during the jump. They must be made in order of attack bonus, save that the Spellslinger must start with a normal attack, then alternate between attacks from two-weapon fighting and normal attacks, so the Spellslinger cannot make a later attack from an earlier location. The Spellslinger then falls prone in the final square.
The Spellslinger is treated as having a running start.
Swift Preparation: At sixth level, the spellslinger only requires a number of full-round actions equal to half the number of Capacity Points used, rounding up, to reload (Plus the normal action which is required to put the actual "bullets" in). At eleventh level, this is reduced to a quarter, and at sixteenth level this is reduced to an eighth, still rounding up in both cases.
Improved Dive: At tenth level, the Spellslinger can hide as part of a dive, rolling a hide check as normal, so long as the Spellslinger lands behind an appropriate piece of cover.
Stare Down Death: When a Spellslinger of at least thirteenth level uses a firearm, the Spellslinger no longer provokes attacks of opportunity, including through the use of Spellslinging.
Seeker Bullets (Su): At fourteenth level, the Spellslinger's bullets ignore concealment, including total concealment.
Greater Dive: At fifteenth level, the Spellslinger's dive no longer provokes Attacks of Opportunity.
Stare Down Destruction: When a Spellslinger of at least eighteenth level casts a spell, the Spellslinger no longer provokes attacks of opportunity and does not need to make concentration checks.
Phasing Bullets (Su) At nineteenth level, the Spellslinger's bullets can be fired through solid objects, force effects or anything else which would prevent them hitting their target - only missing their target or the target moving out of range will stop them. Emanations which occur afterwards can still be blocked (so someone sitting in a metal box when a bullet with Pillar of Flame attached would be hurt by the bullet, but saved from the pillar).
Perfect Dive: At twentieth level, the Spellslinger need not fall prone after a dive.
Devastation Spell:
At Twentieth level, the Spellslinger may spontaneously cast a single arcane spell of the seventh level (or lower, if they so wish) from the Cleric or Wizard/Sorcerer spell list each day.
Spellslingers may also use a special Devastation spell. Each time the Spellslinger reloads the spellslinging weapons, if none of the Spellslinger's guns have a Devastation Spell loaded, the Spellslinger may put one in. This does not take any additional time nor use any Capacity Points; the Spellslinger simply chooses a spell and load it. However, a Spellslinger who wishes to load a Devastation Spell must spend at least two full-round actions loading spells.
A Devastation Spell is otherwise simply a seventh-level Spellslung spell.
That, however, is exactly what the Spellslingers do. Bold and fearless, they combine magic and firearms in a way that few would have dreamed of - not merely the use of enchanted firearms, but moreover the use of firearms to fire spells at their enemies.
Role: The Spellslinger's almost unlimited capacity to cast combat spells allows for a strong combatant, while a low number of prepared spells cast from two different lists allows the Spellslinger to be a decent backup caster, or even a primary spellcaster for a lower-power party.
The Spellslinger
LevelBABFortRefWillSpecial
Max Spell Level
Spell Capacity0th1st2nd3rd4th5th6th
1st+0+0+2+2Spellslinging, Armour Casting
1
631
2nd+1+0+3+3Combat Style
1
732
3rd+2+1+3+3Evasion
1
933
4th+3+1+4+4Enchanted Guns +1
2
10331
5th+3+1+4+4Dive
2
11332
6th+4+2+5+5Improved Combat Style
2
13333
7th+5+2+5+5Swift Preparation
3
143331
8th+6/+1+2+6+6Enchanted Guns +2
3
163332
9th+6/+1+3+6+6Improved Evasion
3
173333
10th+7/+2+3+7+7Improved Dive
4
1833331
11th+8/+3+3+7+7Combat Style Mastery
4
2033332
12th+9/+4+4+8+8Enchanted Guns +3, Swift Preparation
4
2133333
13th+9/+4+4+8+8Stare Down Death
5
22333331
14th+10/+5+4+9+9Seeker Bullet
5
24333332
15th+11/+6/+1+5+9+9Greater Dive
5
25333333
16th+12/+7/+2+5+10+10Enchanted Guns +4
6
273333331
17th+12/+7/+2+5+10+10Swift Preparation
6
283333332
18th+13/+8/+3+6+11+11Stare Down Destruction
6
293333333
19th+14/+9/+4+6+11+11Phasing Bullet
6
313333333
20th+15/+10/+5+6+12+12Devastation Spell, Enchanted Guns +5, Perfect Dive
6
323333333
{This is 3.5 material, and does not appear in Pathfinder}
[This is Pathfinder material, and does not appear in 3.5]
Alignment: Any
Hit Die: 1d8
Class Skills:
The Class skills of the Spellslinger are [Acrobatics], {Balance}, Bluff, Climb, Craft, Handle Animal, Heal, {Hide} Intimidate, {Jump} Knowledge ({Architecture and} Engineering), {Listen}, {Move Silently} [Perception], Profession, Ride, Sleight of Hand, {Spot}, [Stealth], Survival, Swim and {Tumble}.
{Skill Points at 1st Level: (4 + Int modifier) Χ 4}
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency: The Spellslinger is proficient with all firearms, including special Spellslinging weapons. They are also proficient with simple weapons and light armour, but not shields.
Spellcasting: A Spellslinger casts arcane spells which are drawn directly from the Cleric and Sorcerer/Wizard lists - the Spellslinger need not learn spells, and simply prepares them as needed. A Spellslinger must choose and prepare spells ahead of time.
To learn, prepare, or cast a spell, the Spellslinger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spellslingers spell is 10 + the spell level + the Spellslingers Intelligence modifier.
Like other spellcasters, a Spellslinger can cast only a certain number of spells of each spell level per day. The Spellslinger's base daily spell allotment is given on Table: The Spellslinger. In addition, Spellslingers receive bonus spells per day if they have a high Intelligence score.
Unlike a bard or sorcerer, a Spellslinger may know any number of spells. Spellslingers must choose and prepare spells ahead of time by getting a good nights sleep, and spending a full hour meditating on the ways of magic, telepathically bargaining with planar entities for their spells or otherwise acquiring their spells - in any case, they are simply forced to spend an hour in the same place, taking no other actions. While so doing, the Spellslinger decides which spells to prepare.
Armour Casting: A Spellslinger takes no penalties for casting spells in light armour. Spellslingers still take the full arcane spell failure chance for casting spells in medium or heavy armour, although Spellslinging (see below) is unaffected.
Spellslinging: Although Spellslingers have a limited number of spells per day, they can also use their special Spellslinging abilities to fire spells out of their own special firearms.
A Spellslinger begins play with two special revolvers, which are 1-handed weapons (treated as light for the purposes of fighting with two weapons) and one special rifle with a revolving canister, which is a two-handed weapon. These firearms may only be used by a Spellslinger - other classes find them strangely inert and useless - and have a special control in them which causes them to detonate when the Spellslinger dies, when they go more than 500 feet from the Spellslinger, or at the Spellslinger's will (A free action will detonate any one weapon of the Spellslinger's choosing). Detonated weapons deal 1 fire damage to anyone or anything touching them, and are henceforth useless pieces of scrap. A Spellslinger may remake these weapons during daily preparation of spells, or else spend 10 minutes per revolver or 20 minutes for the rifle rebuilding them - it is assumed that the Spellslinger's Spell Component Pouch contains the required tools and materials to do this.
Due to the magical nature of the weapons, they do not require powder nor shot, and therefore cannot misfire. They also have automatically revolving canisters which have a telepathic link to the Spellslinger and revolve to a chamber of the Spellslinger's choice. However, due to the volatile nature of magic, their range increment is drastically reduced.
Table: Spellslinger weapons.
Firearm[/td]Damage (S)Damage (M)CriticalRangeCapacityWeightTypeSpecial
Special Revolver1d61d8*410 ft64 lbsB and PSpellslinging[/tr]
Special Rifle1d81d10*410 ft1215 lbsB and PSpellslinging
Spellslingers may load a number of spells into their guns depending on the levels of those spells and the Spellslinger's class level. The guns, between them, including any other Spellslinger's weapon that the Spellslinger has loaded spells into, may hold a number of Capacity Points' worth of spells equal to the Spellslinger's Spell Capacity, given on Table: The Spellslinger. Spells use a number of Capacity Points depending on their level, as given on Table: Capacity Points.
Table: Capacity points.
0th1st2nd3rd4th5th6th
0136101521[td]
The Spellslinger may load a number of spells into each weapon equal to its own capacity, of a level up to the maximum level given on Table: The Spellslinger. To do this, The Spellslinger chooses spells from the Spellslinger spell list (This is a special spell list, which is given later, not the Cleric and Sorcerer/wizard spell lists), then spend a number of rounds preparing these spells equal to the number of Capacity Points they wish to use. They can use any spell of a level they can cast, and do not have a set number of spells known. It then takes a full-round action to load each weapon, and then they are ready to fire. They may unload a gun as a free action, even if they are not in possession of that gun.
The Spellslinger does not use up spells when loading weapons for Spellslinging - a Spellslinger's spellcasting and Spellslinging are two entirely separate abilities, and are completely independent of each other.
Each spell forms a "bullet" which does damage when fired from the gun, but due to its telepathic link to the Spellslinger, the Spellslinger may choose to have the bullet disintegrate harmlessly when it hits. The Spellslinger may also fill the remaining spaces in the guns with "bullets" that do not contain any spells at all - they simply do damage (or don't, as the case may be). Each of the guns has its own set of spells loaded therein, but the barrel of the guns automatically rotates to the spell the Spellslinger wishes to fire - they need not be fired in order.
The Spellslinger can use the spells in the gun as Spell-like abilities, with the same DC as is they were spells (Save DCs of INT+Spell level+10) by firing the gun at the ability's target. Though they are Spell-like abilities, they may be the subject of Metamagic feats with the exception of those which change the target, range, cast time or components of the spell (For example, Enlarge Spell, Quicken Spell, or Silent Spell). Metamagic which changes the area of the spell's effect (Such as Widen Spell) can only be used on Cone, Cylinder or Radius spells (Widened fireball is acceptable, Widened Lightning Bolt is not).
Any spell that the Spellslinger uses in this manner requires a successful Ranged Touch Attack from the weapon in which it is loaded, which can be done as part of a full-round attack action. The Spellslinger takes a penalty to attack rolls equal to the spell's level. The spell's range field is ignored unless it has an area of effect - the spell just requires the target to be in range of the weapon. This means that "Personal" or "Touch" spells affect the target as though they were the caster or creature touched. The Spellslinger may choose whether or not the weapon itself actually does damage.
The Spellslinger may attack unattended objects or make sunder attacks as normal, but spells which would not affect objects still do not.
If the spell has multiple shots (eg Magic Missile, Scorching Ray) the Spellslinger rolls for each separately. It's still one shot. Only the first ray, missile, etc actually deals damage with the weapon, but the others do their normal damage.
If the spell has multiple targets but is not a spell which actually fires anything (eg Feather fall) it does not affect any extra targets, only the target hit.
If the spell has a cone effect, the Spellslinger may choose any square for the emanation to start in. The emanation is cast from the square behind the chosen square, exactly as though the Spellslinger had Charged a creature in that square and then cast the spell normally (all this means is that the cone can't face back towards the Spellslinger, nor sideways, but must emanate away.) The Spellslinger may then choose to roll to hit any creature in that square with the gun, and must roll to hit any other creature in the area with the spell. All attack rolls take range penalties based on the location of the chosen square, not the actual creature.
If the spell has a radius or cylinder effect, the Spellslinger chooses a square to be the centre of the spell - if this is a cylinder effect, the Spellslinger may choose whether this is the actual centre, or the centre of the bottom circle. In any case, the Spellslinger makes an attack roll. Success means that the Spellslinger may hit the target creature with the gun. Failure means not only that the shot misses but that the spell misses as though it were a ranged splash weapon. The Spellslinger must then roll to hit any other creature in the area with the spell. All attack rolls take range penalties based on the location of the chosen square, not the actual creature.
If the spell has a line effect, it resolves as normal, up to the range of 100 feet, but the Spellslinger must make an attack roll to hit each person in the spell's area of effect with the spell, and may roll to hit the first person in the line with the gun itself. All attack rolls take range penalties based on the location of the actual creature.
Wall of Fire and Blade Barrier work in a similar way to line spells, taking up an area of 100 ft*5 ft, and retaining their normal height. The difference is that any creature who was missed by the effect (but not by the gun) may make a free five-foot step to move out of the effect. A creature who cannot move is hit by the spell's creation anyway. The spells last their normal duration.
Wall of Ice and Wall of Force work as above, except that they must be cast into an unoccupied space and so no attack rolls are made and the shot itself does no damage. However, they can be cast up to a creature or obstructive object within 100 ft, in which case the spell has a shorter length, but the Spellslinger may make an attack roll against the obstructing creature to hit it with the gun.
The secondary bolts from Chain Lightning require attack rolls. Range penalties are calculated as though the Spellslinger were standing where each new secondary bolt emanated.
Death Knell resolves after the gun deals damage, if the Spellslinger chooses to deal damage (so if a shot causes a creature to be Dying, Death Knell kills them and the Spellslinger gains the benefits. If they're already dying, the Spellslinger can make the shot deal no damage, they still die and the Spellslinger still gets the benefit.)
Dimension Door causes the Spellslinger to go to a square next to the struck creature or object. The Spellslinger chooses which square this is out of those available. Alternatively, the creature goes to a square next to the Spellslinger, of the creature's choice. The Spellslinger chooses which of these happens upon casting.
True Strike may apply to the shot which is fired, in which case the Spellslinger simply gets +20 on the attack roll, or it may apply to the target hit, in which case their next attack gets a +20 to the attack roll. The Spellslinger may choose which of these is the case upon casting.
Spellslinger Spell List:
0th
Single Target:
Resistance
Acid Splash
Daze
Flare
Ray of Frost
Disrupt Undead
Touch of Fatigue
Cause Minor Wounds**
Virtue
Lullaby
1st
Single Target:
Protection from Chaos/Evil/Good/Law
Shield
Mage Armour
True Strike*
Sleep
Shocking Grasp
Cause Fear
Chill Touch
Ray of Enfeeblement
Enlarge Person
Expeditious Retreat
Feather Fall
Reduce Person
Touch of Gracelessness
Bane
Bless
Cause Light Wounds**
Doom
Multiple Shots:
Magic Missile
Cone:
Burning Hands
Radius of Effect:
Grease
2nd
Single Target:
Protection from Arrows
Resist Energy
Acid Arrow
Daze Monster
Hideous Laughter
Touch of Idiocy
Invisibility
Blindness/Deafness
Ghoul Touch
Scare
Bear's Endurance
Bull's Strength
Cat's Grace
Eagle's Splendour
Fox's Cunning
Owl's Wisdom
Aid
Cause Moderate Wounds**
Death Knell*
Multiple Shots:
Scorching Ray
Radius of Effect:
Sound Burst
Slience
3rd:
Single Target
Protection from Energy
Deep Slumber
Heroism
Hold Person
Rage
Displacement
Halt Undead
Ray of Exhaustion
Vampiric Touch
Flame Arrow
Haste
Slow
Cause Serious Wounds**
Radius of Effect:
Fireball
Line effect:
Lightning Bolt
Searing Light
4th
Single Target
Lesser Globe of Invlunerability
Dimension Door*
Resilient Sphere
Phantasmal Killer
Enervation
Fear
Cause Critical Wounds**
Death Ward
Freedom of Movement
Poison
Cone:
Shout
Radius of Effect:
Ice Storm
Wall Effect:
Wall of Fire
Wall of Ice
5th
Single Target
Dismissal
Feeblemind
Slay Living
Spell Resistance
Cone:
Cone of Cold
Cylinder of Effect:
Flame Strike
Wall Effect:
Wall of Force
6th
Single target:
Greater Dispel Magic
Greater Heroism
Disintegrate
Damage**
Multiple Shots:
Chain Lightning*
Radius of Effect
Freezing Sphere
Wall Effect:
Blade Barrier
Devastation***
Single Target
Plane Shift
Insanity
Power Word: Blind
Finger of Death
Destruction
Ethereal Jaunt
Cone
Prismatic Spray
Radius of Effect
Delayed Blast Fireball
*These spells have special effects as given above.
**These spells are similar to the "Cure Wounds"/"Inflict Wounds" and "Heal"/"Harm" spells of the same level, but they always deal whichever of positive or negative energy damage is harmful to the subject. If both harm the subject, it deals half of each. If both would heal the subject, the spell is ineffective.
***See the Devastation Spell ability.
Combat Style, Improved Combat Style, Combat Style Mastery: These class features work exactly the same as the Ranger class features of the same name, save that they only operate with firearms.
Evasion, Improved Evasion: These work exactly as the Rogue class features of the same name.
Enchanted Guns (Su): At fourth level, and every fourth level thereafter, the Spellslinger's Spellslinging guns gain a +1 enhancement bonus. At eighth level, part of this enhancement bonus may be swapped out for weapon special abilities as normal.
Dive: At fifth level, a Spellslinger learns to fire and jump for cover at the same time. To do this, the Spellslinger may make a jump check, using Dexterity in place of Strength, and a full attack as a single full-round action. Roll the result of the jump check. The Spellslinger may then make as many attacks as possible, at any point during the jump. They must be made in order of attack bonus, save that the Spellslinger must start with a normal attack, then alternate between attacks from two-weapon fighting and normal attacks, so the Spellslinger cannot make a later attack from an earlier location. The Spellslinger then falls prone in the final square.
The Spellslinger is treated as having a running start.
Swift Preparation: At sixth level, the spellslinger only requires a number of full-round actions equal to half the number of Capacity Points used, rounding up, to reload (Plus the normal action which is required to put the actual "bullets" in). At eleventh level, this is reduced to a quarter, and at sixteenth level this is reduced to an eighth, still rounding up in both cases.
Improved Dive: At tenth level, the Spellslinger can hide as part of a dive, rolling a hide check as normal, so long as the Spellslinger lands behind an appropriate piece of cover.
Stare Down Death: When a Spellslinger of at least thirteenth level uses a firearm, the Spellslinger no longer provokes attacks of opportunity, including through the use of Spellslinging.
Seeker Bullets (Su): At fourteenth level, the Spellslinger's bullets ignore concealment, including total concealment.
Greater Dive: At fifteenth level, the Spellslinger's dive no longer provokes Attacks of Opportunity.
Stare Down Destruction: When a Spellslinger of at least eighteenth level casts a spell, the Spellslinger no longer provokes attacks of opportunity and does not need to make concentration checks.
Phasing Bullets (Su) At nineteenth level, the Spellslinger's bullets can be fired through solid objects, force effects or anything else which would prevent them hitting their target - only missing their target or the target moving out of range will stop them. Emanations which occur afterwards can still be blocked (so someone sitting in a metal box when a bullet with Pillar of Flame attached would be hurt by the bullet, but saved from the pillar).
Perfect Dive: At twentieth level, the Spellslinger need not fall prone after a dive.
Devastation Spell:
At Twentieth level, the Spellslinger may spontaneously cast a single arcane spell of the seventh level (or lower, if they so wish) from the Cleric or Wizard/Sorcerer spell list each day.
Spellslingers may also use a special Devastation spell. Each time the Spellslinger reloads the spellslinging weapons, if none of the Spellslinger's guns have a Devastation Spell loaded, the Spellslinger may put one in. This does not take any additional time nor use any Capacity Points; the Spellslinger simply chooses a spell and load it. However, a Spellslinger who wishes to load a Devastation Spell must spend at least two full-round actions loading spells.
A Devastation Spell is otherwise simply a seventh-level Spellslung spell.