Spellshot (Pathfinder Second Edition Archetype)
(art by ii0TA on DeviantArt)
Archetypes with prerequisites are nothing new. Heck, we’ve already covered several second edition archetypes for spellcasters that, well, require the character to be a spellcaster, but today’s archetype is special because it’s likely the first archetype in the system which only one class qualifies.
What’s that? An archetype exclusive to one class? We haven’t had one of those since… the previous edition.
Now, I respect the trend that Starfinder and later PF2 came up with for archetypes being mostly independent skill sets from one’s class vocation, but I don’t think I’m the only one that thinks something was lost when we didn’t have archetypes that represented diverse niches of what those classes could be. Sure, you can still make a champion that telekinetically tosses around their weapon the way the old mind sword paladin could, but you have to dip into a wizard or psychic to do it, ending up with features that don’t fit the concept sticking out like skin tags.
I could go all night on that, but we’re here to talk about the spellshot archetype, which has vibes of the spellslinger archetype for wizard in 1e, but leaning more on the gun side of things, with some unique ways that the guns and spells interact.
This archetype is primarily associated with the Crowned Regents and the Star Code in Arcadia, where powerful smiths forged legendary magical firearms that are passed down from wielder to wielder. However, anywhere that magic and science collide could be a place where such slingers can be found.
So let’s take a look, shall we?
This archetype is so heavily connected to the gunslinger class that it has to be taken at first level, rather than second like most archetypes, similar to certain spellcasting and undead archetypes. This is because this archetype comes with it’s own gunslinger way that replaces the normal choices.
This way, the way of the spellshot, let’s them reload quickly when recalling knowledge about their foe, empower their weapon with a minor amount of energy for the first few shots each fight, recall a missed bullet and replace spent powder to retry a shot later, and even charge a bullet with dispelling magic to undo the magical defenses of foes when they shoot.
After first level, they must of course take the dedication feat, which grants them a few wizardly cantrips as well as access to wizard multiclass archetype feats for improving their spells. What’s more, this archetype can be taken alongside the beast gunner archetype without needing to wait.
This archetype allows the gunslinger to take a few wizard feats of their own, further blending the classes.
And of course, they also get the feats for the multiclass spellcasting benefits.
Many learn how to imbue attack spells into their projectiles, combining the damage of both spell and shot into one.
Going beyond the minor elemental empowerment of the way, they can also invest magic into their weapon directly, bolstering their next shot with powerful elemental energies.
Furthermore, some further develop their spellcasting to gain a deeper pool of energy with which to cast.
Rare is the magical warrior that is separated from their weapon, and like many, spellshots can learn to call their weapon to their hands.
No barrier provides solace against masters of this art, for many develop the ability to fire bullets or bolts that transcend three-dimensional physics and space, phasing through solid matter to return to normal space just before piercing foes, though they can only make such a shot once a day, and magic can still block them.
Finally, some learn to use the path of their shot as a conduit, allowing them to ride it as a flash of light, appearing next to the foe they just shot.
If you were considering multiclassing gunslinger and wizard, this archetype provides abilities that better synergize with the theme you’re going for. Boosted damage, spellcasting, wizard class feats, and the like. There’s a lot here. With that in mind, I recommend a mixed selection of support and blasting spells, since you’re likely to be focused on ranged support with your build. That being said, the special reload action might be difficult to use depending on how your GM wants to handle recall knowledge rolls in regards to types of foes that you’ve fought before.
There are a lot of ways that this archetype can come about in the Lost Omens setting alone, whether it be the Star Gun or Beast Gun wielders of Arcadia or rare mixed-discipline gunmen combining the gunplay of Alkenstar with the magic of Nex or Geb, and so on. Either way, their magic is likely all about precision, knowledge, and focus. A fight is a problem to be solved, and they will use every tool in their arsenal to do so.
The automatons of the City of Gears have gone out of control, infected by a malignant will that has turned them against the flesh and blood people of the city. A counteroffensive has been launched, led by Ilbera the Spellsniper, to put a stop to it and discover the source, but she’ll need every able body, including the heroes, to make it a reality.
Formerly a great metropolis of the dwarven people, Gungradd’s Folly is now infested with the wicked undead. However, there are more than restless dead that wander the streets. A shadow of dwarven blood but vampiric mark, a dhampir by the name of Tolgan who patrols the streets with magic and scattergun, making sure the dead do not begin wandering out of the city’s ruins.
The rainforest may seem lush and vibrant, but it can be one of the most deadly places in the world. Diseases, poisons, and mundane predators are one thing, but then you also see threats like jungle drakes and worse. That is why the natives offer courses on both magic and gunplay to visitors no matter their intent, lest the jungle claim unprepared souls.














