Spellshot (Class Archetype)
Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shoot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code in Guns & Gears. While spellshot traditions spread from Arcadia, they're still rare in the Inner Sea region.
Additional Feats: 4th Basic Arcana, Basic Wizard Spellcasting; 6th Advanced Arcana 8th: Arcane Breadth; 12th: Expert Wizard Spellcasting
Way Of The Spellshot 1st
You've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, combining deadly skill with a firearm alongside an array of moderate spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select Spellshot Dedication as your 2nd-level class feat.
Prerequisites You must be a gunslinger.
Spellshot Adjustments Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC.
Way Skill Arcana
Slinger's Reload Thoughtful Reload
Deeds Initial Energy Shot; Advanced Recall Ammunition; Greater Dispelling Bullet
Spellshot Dedication Feat 2
Prerequisites way of the spellshot
You cast arcane spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for spellshot archetype spells is Intelligence, and they are arcane spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. This counts as the wizard archetype for the prerequisites of Basic Wizard Spellcasting.
Special You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the Spellshot or Beast Gunner archetypes.
Source: Pathfinder Guns & Gears
Spell Woven Shot Feat 4
You combine your own magic with that of your magical crossbow or firearm. You gain the Spell Woven Shot activity.
Source: Pathfinder Guns & Gears
Fulminating Shot Feat 6
Frequency once per round.
You channel magic into your next shot. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage.
Source: Pathfinder Guns & Gears
Call Gun Feat 8
You build a powerful magical connection with a chosen gun or crossbow. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand.
Source: Pathfinder Guns & Gears
Phase Bullet Feat 14
Frequency once per day
You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, removing all obstacles between you and your target. Attempt a crossbow or firearm Strike against a foe who's observed or Hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the Concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.
Source: Pathfinder Guns & Gears
Black Powder Embodiment Feat 18
Requirements You're wielding a loaded magical firearm or crossbow.
You merge your body with your ammunition, enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target.
Source: Pathfinder Guns & Gears
Spellshot (Class Archetype) Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Spellshot Dedication | 2 | Common | |
| Spell-Woven Shot | 4 | Common | |
| Fulminating Shot | 6 | Common | |
| Call Gun | 8 | Common | |
| Phase Bullet | 14 | Common | |
| Black Powder Embodiment | 18 | Common |