

You don't need Musket Master since Rapid Reload + Alchemical Bullets already get you down to a Free Action Reload (Move Action via the Feat, Free Action from there via Cartridges).Īnd frankly the boosted DCs can do some disgusting things - at higher levels, you can boost Disintegrate that way! And it can add up to +5 (your firearms enhancement bonus) to the Save DCs of any of your Ray Attacks (or Line or Cone Attacks) (as well as your attack rolls, but you won't make use of that as a Magus). Spellslinger Wizard gives you your Gun Proficiencies and Gunsmithing. I'd recommend going with one level of Spellslinger Wizard instead, then just Eldritch Archer Magus 19. 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.Īnything 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?.This would probably be replaced if I went with Improved Familiar. Not sure if Weapon Focus/Weapon Specialization is worth it.Starting with using mending to clear misfires through using a wand of Named Bullet to provide crits on demand. A faerie dragon Improved Familiar could be interesting, depending on how much the hypothetical GM let me use its spellcasting.Might even swap Reactionary for something that gives me Diplomacy as a class skill. I could dump charisma, probably even enough to matter, but I like being able to talk in RP situations when it comes up.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.Race might be better as Elf for the Int bonus or Human for the feat.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. My favorite is a Heighten (free), Selective, Rime Fireball or Heighten (free), Intensified, Rime Fireball.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. Then, have all kinds of fun casting Intensified, Rime Fireballs, and if you build it right, take Spell Perfection at 15th to get Heighten for free, then take on two free Metamagic levels. I mention Shocking Grasp a lot because it seems to be a board favorite for these two traits.įor the non-PFS players, see if you can't get your GM to allow Admixture Wizards to prepare Rime spells (because Admixture changes the energy type at the moment of casting, not at spell preparation) on spells you intend to change to cold. Or Intensified, Reach (Close) Shocking Grasp out of a First level slot.

Or an Elemental (Cold) Rime Shocking Grasp out of a First level slot. So you could have, say, an Empowered Shocking Grasp cast out of a First level slot, or an Intensified, Elemental (Cold) Rime Shocking Grasp out of a Second level slot. That doesn't mean you can't stack them to reduce a spell back to it's original level. The answer is no, you can't stack Wayang and Magical Lineage to reduce a first or second level spell below it's original level. I will see to it that the language of this ability is clarified soon and I will get this added to the FAQ. It was put in to allow you to reduce the increase from a metamagic feat. Magical Lineage was never intended as a way for you to actually lower a spell's level. The Devs' intent here is crystal clear to say the least. Jacobs keeps the same stance on this over the years. Whenever you cast that spell, its effects manifest at +1 caster level. Wayang Spellhunter and Magical Lineage don't provide a bonus, and thus don't fall under that ruling.Īctually, the traits I was referencing in that thread say :īenefit: Select one cantrip and one 1st-level spell when you cast these spells, they function at one caster level higher than your actual caster level.īenefit: Pick one spell when you choose this trait. They work completely differently from the two traits in question. The two traits you were referencing in that post give a spell a +1 trait bonus to caster level. I had a similar question some time ago (do not remember in which thread though) and someone official answered that a similar benefit given by 2 traits could not stack, even if it was not called out as being a trait bonusĮDIT : Found it.
