Also opening up the option for dual-wielding pistols if you want to go that path. Bypassing the need for Rapid Reload entirely. This feat allows you to substitute Spell Cartridges for your weapon damage, but more importantly, according to comments about the author's intent it also allows you to bypass the need to reload your weapon. What am I talking about? A feat combo consisting of Arcane Strike and Spell Cartridges. But we have a way around that, albeit one that won't come online until Level 3 at the earliest, potentially Level 5 depending on how we prioritize things. Reload times mean getting full attacks require some investments. Firearms generally come with some well-known drawbacks. They should be 12.5 GP a pop, and SOMEONE should have points in Use Magic Device. If for some reason neither you nor anyone in your party has access to the Mending cantrip, try to see if your GM will let you buy Scrolls of Mending. You can't use it in combat, but that's why you have a spell called "Jury-Rig" that you should always have prepared. ![]() This is because you don't get Quick Clear OR Gunsmithing to clear the "Broken" condition. Two-World Magic (Mending) if you don't have anyone in your party with the Mending cantrip. Con because Fortitude Saves and Hit Points are important, Strength because carrying capacity and smart enemies will try to get into melee, and Wisdom because you don't want to blow a will save. ![]() It's true you don't have attribute to damage unless you multi-class (more on that later) but as we go forward I'll explain why that won't be as big of a problem for you as it is for others. This frees you up to focus on Intelligence, and be a Caster-focused Magus while still being capable of dealing weapon damage. Since you're going to want to be in the first range increment of your weapon to target Touch AC, it's not even as important for your accuracy as it is for other ranged combatants. As long as you have at least 13 when you start, you could hypothetically never put another point into Dexterity. The highest dex requirement you'll have to deal with is 19 for Improved Precise Shot, which you can't get until Level 15 when you've probably got a +6 Belt. You don't need as much Dex as most archers. I will discuss, at the end of this post, alternatives to going straight Eldritch Archer Magus.Īttributes: Priority goes Int>Dex>Con>Str>Wis>Cha So, I decided to make a straight Eldritch Archer work. And if I'm being frank, I really dislike the Spellslinger archetype. But, at least for the game I was in, I didn't think it represented a good fit. I'm not saying it isn't viable, let me be clear. But I didn't agree with Serafina's choice of dipping Spellslinger. In particular, they put me onto the idea of an Eldritch Archer with a gun. ![]() I looked at Kurald Galain's Guide to the Magus - a great resource - and at Serafina's "How to be Harry Dresden" or "Staff and Gun" guides. Rather than completely abandon my role - since the rest of the party was built already - I hit the internet to see how I could make it work. And, coincidentally, I had decent attribute rolls, but not so great I would have felt like a standard archer was a real, viable choice. I got the idea for this build in a game where I was playing an Eldritch Archer, and also the only prepared arcane caster in our party. The first version was not JUST long, but lacking in structure and formatting. This is Version 2 of this Mini-Guide to building a Gunmage - a Magus using a firearm.
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