SpellshotLegacy Content
Source Guns & Gears pg. 140 2.0PFS Note Characters with a Home Region of Arcadia have access to all archetypes from Chapter 3 with the exception of fireworks technician and demolitionist.
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 in the world at large. 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 shot 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.
Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes.
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, though your knowledge doesn't extend as far as actual 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
Slinger's Reload
Gunslinger Source Guns & Gears pg. 140 2.0
As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a
Recall Knowledge check against an opponent you can see and then Interact to reload.
Initial Deed
Evocation Magical Spellshot Source Guns & Gears pg. 140 2.0Trigger You roll initiative.
You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three Strikes of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage per weapon damage die. You choose which damage type to deal as part of making each Strike.
Advanced Deed 9th
Conjuration Magical Spellshot Teleportation Source Guns & Gears pg. 140 2.0Trigger You miss with a firearm or crossbow Strike while using an ordinary level-0 bolt or bullet
You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again.
Greater Deed 15th
Abjuration Magical Spellshot Source Guns & Gears pg. 140 2.0
You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow Strike against a foe you can see. If you hit, you attempt to
counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.
Additional Feats
Source Advanced Player's Guide pg. 149 2.0Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.
Click here for the full rules on Additional Feats.
Legacy Content
Uncommon Archetype Class Dedication Source Guns & Gears pg. 140 2.0Archetype SpellshotPrerequisites 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 benefits 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.
Legacy Content
Archetype Source Core Rulebook pg. 231 4.0Archetypes Spellshot,
WizardPrerequisites Wizard Dedication
You gain a 1st- or 2nd-level
wizard feat of your choice.
Legacy Content
Archetype Source Core Rulebook pg. 231 4.0Archetypes Spellshot,
WizardPrerequisites Wizard Dedication
You gain the
basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.
Legacy Content
Archetype Source Core Rulebook pg. 231 4.0Archetypes Spellshot,
WizardPrerequisites Basic Arcana
You gain one
wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another wizard feat.
Legacy Content
Archetype Evocation Magical Source Guns & Gears pg. 141 2.0Archetype SpellshotFrequency once per round.
Prerequisites Spellshot Dedication
You channel potent magic into your next shot, empowering it with a blast of crackling energy. 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.
Legacy Content
Archetype Source Core Rulebook pg. 231 4.0Archetypes Spellshot,
WizardPrerequisites Basic Wizard Spellcasting
You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest wizard spell slots.
Legacy Content
Archetype Conjuration Magical Teleportation Source Guns & Gears pg. 141 2.0Archetypes Beast Gunner,
SpellshotPrerequisites Spellshot Dedication
You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. 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.
Call Gun [one-action] (
conjuration,
magical)
Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand.
Legacy Content
Archetype Source Core Rulebook pg. 231 4.0Archetypes Spellshot,
WizardPrerequisites Basic Wizard Spellcasting; master in
Arcana
You gain the expert spellcasting benefits.
Legacy Content
Archetype Conjuration Magical Source Guns & Gears pg. 141 2.0Archetype SpellshotFrequency once per day
Prerequisites Spellshot Dedication
You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make 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.
Legacy Content
Archetype Conjuration Teleportation Source Guns & Gears pg. 141 2.0Archetype SpellshotPrerequisites Spellshot Dedication; master in
ArcanaRequirements You're wielding a loaded magical firearm or crossbow.
You infuse your entire being into a single shot, merging your body into the blast and 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.