pathfinder firearms feats


Divination: Scrying; Named Bullet; True Strike - probably the first choice of most players as an opposition school, but if you intend to use magic for scouting then lacking it hurts your ability to plan ahead and memorise the correct spells for the day. And it is a matter of GM fiat if the other cantrips technically count as still being on your spell list. Some players love guns in their fantasy settings, some players hate them, and some players are indifferent regarding their presence. If you take levels in Eldritch Knight, you can also qualify for Weapon Specialisation & Greater Weapon Focus, but Id be surprised if you had enough feats available to actually take them unless you neglect your wizard side completely. Ranged Gish: Gunslinger1/Spellslinger5/Eldritch Knight10/Spellslinger4. Pistol. This site works best with JavaScript enabled. This isnt the first time that weve seen the Gunslinger, which was a popular unique class in the first edition of Pathfinder. You aren't required to use them at your table, but if the mechanics are really your concern, you can put that concern to bed. You could drop charisma further, and assume that you will use a magic item to boost your Int later on, to get higher Con or any particular arrangement you prefer. In essence, third bullet point is almost *never* going to be useful on any build. 8thlevel: Bestow Curse, Greater - with Reach. This one is actually cool and useful. Once you can afford alchemical cartridges and have the Rapid Reload feat, you will have free action reloads (you did take a pistol not a musket?) Defoliate is a bit situational - as in I cant think of a time when Id ever have it memorised. Being able to apply eg Dazing from a metamagic rod makes your blast spells better; coupled with a potential +5 to the DC of these compared to a normal wizard is pretty much a spellslingers only way of being better. Guns are probably the most expensive non-magical weapons in the game. Yet there are dangers inherent to this method. If the arcane gun already has thebrokencondition, the gun explodes. If you are running a different setting (possibly one of your own design) where firearms do not exist, then they are not a part of that setting canon. Good. There are many; you can only have a few of them. Best: Enervation - time to get Opposition Research! An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. Your choice of role to play affects your choice of schools too, so Im putting this section next. Weapon Focus (for Snap Shot) or Improved Initiative, or a Crafting feat, etc. Or it might not. Vengeful Comets (although it is unclear exactly how this would work, so many GMs might decide that your gun bonus doesnt apply). Dash into an enemy, strike at them, get a free disengage with Fancy Footwork, then, backstep and shoot them to finish them off, or even if you miss your swing and sneak attack, backstep a 10 feet, turn toward another enemy your ally is engaged with and boom! He even reportedly wore as many as 17 pistols on one occasion! Looking through PHB I found no rule explicitly saying you needed a hand free to load the hand crossbow, and tables I've played at before allowed you to dual wield a hand crossbow and melee weapon with crossbow mastery, so I assumed this was the correct ruling. A spellslinger can cast any rangedtouch attack, cone, line, or ray spells through his arcane gun. Once you can afford alchemical cartridges and have the Rapid Reload feat, you will have free action reloads (you did take a pistol not a musket?) I am confused by this feat and the gunslinger subclass. Belt of Dex +4 (16,000); Headband of Int +2 (4,000); Cloak of Resistance +3 (9,000); etc. Necromancy. If I am a Gunslinger that wields a scimitar and a palm pistol and wantto use my action to attack with the scimitar and my bonus to attack with the palm pistol then I need this feat right? With using the bonus action to attack with a loadedlightproperty firearm, does that put it into the ruling for two weapon fighting where the firearm damage would just be a straight roll with no dexterity bonus like if it were a light melee weapon? To use this content, toggle the Critical Role content on in the character builder. If you have a +1 gun, sacrificing eg a 4th level spell to make the gun into a +5 gun is often more useful than adding the energy damage because then it enhances spell attack rolls and saving throw DCs; and if the enemy isnt worth casting other spells at, then you probably dont need to enhance your gun to do an extra 1d6 energy damage either. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. You might want to take Craft Magic Arms & Armour, unless magical guns are common or someone else is a crafter. If you have the prehensile tail, then you can still have a free hand for spellcasting if your GM doesnt like you trying to hold a Rod and your gun; this also means you can reload the gun without putting the rod away. Plus the retroactive ones. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If your gun only holds one shot, you can carry multiple guns. This is an odd feat to incorporate into a core class ability, because it really requires a lot of buy-in on the part of both the player and the GM to make it work out well. Financial costs aren't the only thing to consider when it comes to firearm use, though; they're also fairly rare in a lot of locations. Not that much of a threat. Both work in a similar manner: the inquisitor abilities increase fighting ability compared to a cleric, on a par with the Eldritch Knight levels, but with a different flavour. If the number rolled is higher than the weapons misfire score, the firearm does not misfire. (firearms) feat, and one or two of his firearms can be arcane guns. Focused Shot - but only if a) youre not going to be getting iterative attacks; b) you can persuade your GM to let this feat apply to firearms; and, if possible, c) if you can then persuade your GM that it applies to both bullets fired from a double-barreled gun. Defoliate (Line version only). If you follow my suggested build (Gunslinger5/Spellslinger5/EK10) then youll be taking mainly combat feats. Spellslinger1/Inquisitor19 or Pistolero5/Spellslinger1/Inquisitor14. You dont get as many multiple attacks through your guns as a more martial class, but you can add your guns enhancement modifier to your Spells DCs for certain kinds of spells. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Evocation: most blast spells, particularly the ones that can be fired through the gun. For the exact functionality of these effects, you need to discuss this with your GM. 17th Opposition Research, probably (11 levels of Wizard-equivalence needed so you cant have it earlier). level: Bestow Curse, Greater - with Reach. Enervation. Conjuration:Teleport; Summon Monster; Wall of Stone; Black Tentacles; Mage Armour; many others. And if you take Musket Master, you will never be able to reload as a free action - that needs the Fast Musket ability. Especially if they aren't just a convenient delivery system for a spell or a sneak attack. You just get to reload faster. In other words, if youve ever wanted to invent a Pathfinder version of Iron Man, now is your opportunity. Like all characters. Specifically the third bullet point here. Because it's true that someone firing a pistol is more likely to hit their target than they would if they were firing a hand crossbow but it's no more likely than if they were shooting a wand with a ray spell. Building on the siege weapons in the Gears section, there are some black powder siege weapons like the Bombard and Fiends Mouth Cannon. Eg Metamagic feats; Spell Penetration; Summoning feats; etc. Therefore, you can enhance the barrel only of your arcane gun with these. Useful: Fabricate Bullets, Longshot (not very useful, but it might help), Magic Weapon (enhances your gun for longer than the mage bullets ability after 1st level, and allows you to put something else onto your gun without losing a 2nd level spell) (all Transmutation), Abundant Ammunition (Conjuration). Fetchlings only. The three Innovation options are Armor, Weapon, or Construct. He can cast either of these as 1st-level spells. Rapid Reload is often a necessity, because much like crossbows guns can be an absolute ass-ache to keep loaded as combat goes on. Their relatively short range is one, and their expense is another.

With that weapon bonus the spellslinger can apply any of the following to his arcane bond: . Yet, to justify taking this archetype, a Spellslinger will have quite a lot of them. You have fewer spells per day, of lower level, and from only 4 schools, remember. But even rolling max damage on that attack after a couple of levels is just going to annoy the monster, and mark the shooter out as a target. Touch of Slime - with Reach. : Confusion; Charms, Dominate, etc. And, of course, theres then a whole chapter of cool technology, including not just clockwork but also steampowered devices and some electrically-charged Stasian technology. Ive already discussed the introduction of temporary gadget devices, but theres also siege weapons, mobility devices (like wheelchairs) for disabled characters, vehicles a lot of new options for characters to incorporate into their gear loadout. That said, while looking into this to see if there was any errata, a lot of DMs are pretty lax with this and allow it to include guns as well. This is one of the very best spells to use through your gun. : most blast spells, particularly the ones that can be fired through the gun. You must log in or register to reply here. First, you need proficiency in the weapon to avoid the -4 penalty (this is usually gained from a class feature, but not always). Adding Dazing with a metamagic rod (you did take a pistol, didnt you, so you can hold the rod at the same time as your gun?) Size modifiers, Dexterity modifiers, cover, concealment, and a slew of other things still apply.Why don't you put your money where your mouth is, open up the bestiary pick some random creatures and compare their AC and their touch AC. In my game I have a player who multiclassed as a Gunslinger/Artificer and by level 5 he can fire over and over again without any issue. Even despite the bruised legs.And if your DM tries to give you grief over the bits of rope getting in the way please note that most of it was usually coiled inside the holster next to the barrel of the gun just because of this issue. Sure, it's a touch attack. There are some magical beast guns, which are biological-based firearms that also act as magical items, able to cast spells in addition to their normal weapon attack. I play in a campaign where I am a Gunslinger Fighter (Pirate Captain,) and my friend plays as a Swashbuckler Rogue (First Mate.) In a spellslingers hands, they both fire projectiles (bullets and pellets) and cast magic. Enervation is probably the best individual spell to fire through your gun, but there arent very many other spells here youd miss. Then you need to acquire several ranged combat feats, such as Point Black Shot and Precise Shot to avoid penalties for shooting into melee while getting a small attack and damage boost. Waves of Exhaustion (but your gun has no effect on this). it takes to make these weapons really dangerous.

So if an enemy uses spells to ruin ammunition, or if a gunslinger gets caught in a dragon's breath weapon or a fireball, that incident could become far more costly than it otherwise might have been. Look at the suggested feats and sigh. The Reloading Hands spell and a Beneficial Bandolier (uses your swift action to work) can reload one barrel once each per round for you, but youll struggle to make a full attack worthwhile at higher levels. It begins with the Gunslinger, a class that is able to utilize even rudimentary firearms with stylistic combat combinations that make them forces to reckon with on the battlefield. You mentioned casters hitting it too- keep in mind you have double their BAB, and your third iterative will be about as accurate near the end game. In addition to basic features of the item, characters start with an initial customized modification, and many inventor class feats can further enhance and modify the characters Innovation as they go up in level. The brand new Inventor class is where the book begins. At the more physical end of the spectrum, the Guns and Gears supplement explores the role of firearms, clockwork devices, and other forms of impressive technology from the Pathfinder world, including the introduction of rarer classes into Pathfinder Second Edition: the Inventor and an update on the Pathfinder classic Gunslinger class. The blast is centered on a single intersection within the spellslingers space (spellslingers choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Quite a few people suggest taking inquisitor levels once a gunslinger reaches level 5, but I think that Spellslinger and Eldritch Knight are far superior choices since EK adds to both BAB and arcane spellcasting, and Spellslinger can enhance your gun and the spells fired through it. (Not including FCB.). (Its less useful for a musket if you persuade your GM to allow , to work with firearms because that only works within 30ft. Would love to know what other people think of this feat being needed for a sword+gun dual-wielding Gunslinger. Im going to suggest losing Evocation, because as long as you have a few spells you fancy firing through your gun, and there are enough of these spells in conjuration and transmutation, you will be ok. Mysterious Stranger1/Spellslinger1/Sorcerer1/Eldritch Knight10/more sorcerer levels. : Fly; Overland Flight; Greater Magic Weapon; too many useful spells to list. If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. are all theoretically good energy damage additions, but are less commonly useful than you might think. Even something like being bullrushed into a river could destroy the ammunition in their weapon, as well as the bullets in their cartridge belt. Turning one into a useful backup caster means they can kill things in combat as well as do things normally impossible for martial characters. Necromancy. These weapons are based on the Pathfinder land of Arcadia, a separate continent from the main Pathfinder setting, so it provides the basis from some real frontier adventures or colonial ones, depending your perspective. Useful: Greater Named Bullet (a bit of a waste of a 6th level slot) (Divination). Race: You could pick Aasimar to get early entry to Eldritch Knight, but that loses you any racial bonus to either Dex or Int. harpy harpies homebrew unison loaded firearms bear boomer kid generated d100 ability score sets