Wizard (Spellslinger)
System: Pathfinder | SRD | Type: Subclass (Archetype) of Wizard
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.
Class Features
Arcane Gun (Supernatural)
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 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 h
Mage Bullets (Supernatural)
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
Source: Ultimate Combat
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