spectralphoenix
2022-01-06, 10:24 PM
I'm toying around with the idea of a gun mage character. The basic idea is to combine five levels of Musket Master (https://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo-gunslinger-archetypes/musket-master) Gunslinger (feats/Quick Clear/Gun Training) with Eldritch Archer (https://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo-magus-archetypes/eldritch-archer-magus-archetype/) Magus, which allows for ranged spellstrikes.
Race: Halfling
Abilities: Str 8 Dex 18 Con 12 Int 16 Wis 14 Cha 12
Traits: Magical Knack, Reactionary
Archetypes: Musket Master, Eldritch Archer
Level
Abilities
Feat
Gunslinger 1
Deeds, Grit, Gunsmith, Rapid Reload
Point Blank Shot
Magus 1
Arcan Pool, Ranged Spell Combat
Magus 2
Ranged Spellstrike
Deadly Aim
Gunslinger 2
Nimble+1
Gunslinger 3
Deeds
Rapid Shot
Gunslinger 4
Bonus Feat
Precise Shot
Gunslinger 5
Gun Training
Extra Arcane Pool
Magus 3
Arcana(Spell-Scars)
Magus 4
Spell Recall
Improved Critical(Musket)
Magus 5
Bonus Feat
Intensify Spell
Magus 6
Arcana(Empowered Magic)
Spell Penetration
Magus 7
Knowledge Pool, Medium Armor
Magus 8
Improved Precise Shot
Magus 9
Arcana(Reach Spellstrike)
Magus 10
Fighter Training
Weapon Focus(Musket)
Magus 11
Bonus Feat, Improved Spell Recall
Weapon Specialization(Musket)
Magus 12
Arcana(Distant Spellstrike)
Extra Arcana(Devoted Blade)
Magus 13
Heavy Armor
Magus 14
Greater Spell Combat
Extra Arcana(Maximized Magic)
Magus 15
Arcana(Bane Blade)
I think this could actually turnout to be pretty strong at higher levels, combining solid gun attacks with spellstrikes, all resolved as touch attacks out to 80ft with a distance musket. I'm a little more concerned about the early levels - I need a lot of feats, and I'm trying to get the basic concept of guns+magic operational as early as possible. Some of the changes I'm thinking about:
Race might be better as Elf for the Int bonus or Human for the feat.
I could dump strength down to 5, but I'm not sure if the extra points would get me much and the carrying capacity would make it pretty tough to stay at a light load
I could dump charisma, probably even enough to matter, but I like being able to talk in RP situations when it comes up. Might even swap Reactionary for something that gives me Diplomacy as a class skill.
A faerie dragon Improved Familiar could be interesting, depending on how much the hypothetical GM let me use its spellcasting. Starting with using mending to clear misfires through using a wand of Named Bullet to provide crits on demand.
Not sure if Weapon Focus/Weapon Specialization is worth it. This would probably be replaced if I went with Improved Familiar.
Is five levels of Gunslinger the best breakpoint? That gets me Gun training, a significant damage boost, though I could see an argument for as many as seven (targeting), three (fast musket) or even just one (this would be a pistol build.) Or I could even get rid of the multiclass entirely, though I think I'd have a tough time getting through the early levels without quick clear and some of the extra feats.
Anything else I should consider here? Do you think this would be able to pull it's weight in a reasonably well-built party? Any other takes on this concept I should have a look at?
Race: Halfling
Abilities: Str 8 Dex 18 Con 12 Int 16 Wis 14 Cha 12
Traits: Magical Knack, Reactionary
Archetypes: Musket Master, Eldritch Archer
Level
Abilities
Feat
Gunslinger 1
Deeds, Grit, Gunsmith, Rapid Reload
Point Blank Shot
Magus 1
Arcan Pool, Ranged Spell Combat
Magus 2
Ranged Spellstrike
Deadly Aim
Gunslinger 2
Nimble+1
Gunslinger 3
Deeds
Rapid Shot
Gunslinger 4
Bonus Feat
Precise Shot
Gunslinger 5
Gun Training
Extra Arcane Pool
Magus 3
Arcana(Spell-Scars)
Magus 4
Spell Recall
Improved Critical(Musket)
Magus 5
Bonus Feat
Intensify Spell
Magus 6
Arcana(Empowered Magic)
Spell Penetration
Magus 7
Knowledge Pool, Medium Armor
Magus 8
Improved Precise Shot
Magus 9
Arcana(Reach Spellstrike)
Magus 10
Fighter Training
Weapon Focus(Musket)
Magus 11
Bonus Feat, Improved Spell Recall
Weapon Specialization(Musket)
Magus 12
Arcana(Distant Spellstrike)
Extra Arcana(Devoted Blade)
Magus 13
Heavy Armor
Magus 14
Greater Spell Combat
Extra Arcana(Maximized Magic)
Magus 15
Arcana(Bane Blade)
I think this could actually turnout to be pretty strong at higher levels, combining solid gun attacks with spellstrikes, all resolved as touch attacks out to 80ft with a distance musket. I'm a little more concerned about the early levels - I need a lot of feats, and I'm trying to get the basic concept of guns+magic operational as early as possible. Some of the changes I'm thinking about:
Race might be better as Elf for the Int bonus or Human for the feat.
I could dump strength down to 5, but I'm not sure if the extra points would get me much and the carrying capacity would make it pretty tough to stay at a light load
I could dump charisma, probably even enough to matter, but I like being able to talk in RP situations when it comes up. Might even swap Reactionary for something that gives me Diplomacy as a class skill.
A faerie dragon Improved Familiar could be interesting, depending on how much the hypothetical GM let me use its spellcasting. Starting with using mending to clear misfires through using a wand of Named Bullet to provide crits on demand.
Not sure if Weapon Focus/Weapon Specialization is worth it. This would probably be replaced if I went with Improved Familiar.
Is five levels of Gunslinger the best breakpoint? That gets me Gun training, a significant damage boost, though I could see an argument for as many as seven (targeting), three (fast musket) or even just one (this would be a pistol build.) Or I could even get rid of the multiclass entirely, though I think I'd have a tough time getting through the early levels without quick clear and some of the extra feats.
Anything else I should consider here? Do you think this would be able to pull it's weight in a reasonably well-built party? Any other takes on this concept I should have a look at?