Feat: Beast Gunner Dedication

TypeFeat
Level6
Rarity
Uncommon
PublicationPathfinder Guns & Gears

You've unlocked the first hints of your weapon's hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.

The beast gun also acts as a conduit, amplifying any latent or active magic power you have. Unlocking this ability allows you to master it with other magical firearms. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat.

If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.

You also gain Spellsling.

Spellsling 3

Requirements You're wielding your bonded beast gun or another magic firearm


Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a Strike with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. Combine the Strike and spell's damage for the purpose of resistances and weaknesses. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell.


Special If you also have the Spell Woven Shot action you can load and activate a piece of magical ammunition as a free action before making a Spellsling attack once per 10 minutes.


Beast Gunner