Human Gunslinger 1/Wizard (Spellslinger) 5/Eldritch Knight 5
Initiative +5; Senses Perception +15
AC 28, Touch 16, Flat-Footed 25 (+5 Armor, +3 Shield, +3 Dex, +3 Natural Armor, +3 Deflection)
HP 88 (6d10 + 5d6 + 26)
Fort +9, Ref +10, Will +9
Speed 30 feet
Melee +2 Dancing Falchion +7/+2 (2d4 - 1/18-20)
Ranged +3 Shocking Burst Distance Pepperbox +15/+10 (1d8 + 5/x4)
Spells/day—1st: 6, 2nd: 5, 3rd: 4, 4th: 3, 5th: 2
Known (CL 11th; Concentration +11)
1st—Adjuring Step***, Burning Hands, Detect Magic, Expeditious Retreat, Grease, Illusion of Calm***, Longshot***, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Ray of Sickening***, Read Magic, Reduce Person
2nd—Bear’s Endurance, Cat’s Grace, Defensive Shock***, Fire Breath**, Flaming Sphere, Glitterdust, Levitate, Ricochet Shot***, Rope Trick, Scorching Ray, Web
3rd—Ablative Barrier***, Fly, Haste, Lightning Bolt, Magic Weapon, Greater, Sleet Storm, Stinking Cloud, Summon Monster 3, Tiny Hut
4th—Black Tentacles, Dimension Door, Dragon’s Breath**, Fire Shield, River of Wind**, Shout, Stone Shape, Telekinetic Charge***
5th—Acidic Spray***, Cone of Cold, Fire Snake, Interposing Hand, Summon Monster 5, Telekinesis, Wreath of Blades***
Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 7
BAB +8/+3, CMB +7, CMD 23
Feats Deadly Strike, Defense Combat Training, Empower Spell, Gunsmithing, Improved Unarmed Strike, Kirin Style, Kirin Strike, Rapid Reload (One-Handed Firearms), Toughness, Weapon Focus (Pepperbox), Weapon Specialization (Pepperbox)
Traits Reactionary (Combat), Magical Knack (Magic)
Skills Craft (Alchemy) +19, Fly +12, Handle Animal +3, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +9, Knowledge (History) +9, Knowledge (Nature) +13, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics +13, Perception +15, Sense Motive +15, Sleight of Hand +7, Spellcraft +19
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Giant, Infernal, Orc, Sylvan, Terran
SQ Bonus Feat, Skilled, Deeds (Deadeye, Gunslinger’s Dodge, Quick Clear), Grit (1), Gunsmith, Arcane Gun, Mage Bullets, School of the Gun (Opposition Schools: Abjuration, Divination, Enchantment, and Illusion), Diverse Training
Gear +3 Shocking Burst Distance Pepperbox, +2 Dancing Falchion, +4 Silken Ceremonial Armor, +2 Mithril Buckler, +3 Ring of Protection. +3 Amulet of Natural Armor, Lots of other stuff
Presented here is a Gunslinger 1/Wizard (Spellslinger) 5/Eldritch Knight 5. In total, I’d go with either Gunslinger 1/Wizard 9/E.K. 10 or Gunslinger 2/Wizard 8/E.K. 10. It depends on if he/she needs 16/11/6/1 BAB or that extra bit of spellcasting. It’s a pretty cool class combination all together, it starts out slow with lower BAB, so expect a lot of missing, but once Eldritch Knight kicks in the BAB jumps up and the spellcasting stays strong. I’d start in the Gunslinger to get that mighty d10’s worth of full HP and the Deeds, then get the casting requirements, then Eldritch Knight. After the Prestige Class is finished, I’d polish off the other two based on what the character needs.
There are drawbacks, but they aren’t major, at least not later. Earlier on, they could be. The character has to take four Opposition Schools and doesn’t gain Cantrips (save for Detect Magic and Read Magic as 1st-level spells). I chose Abjuration, Divination, Enchantment, and Illusion. Every school has advantages and drawbacks, so any pick is a tough one. He can still cast Conjuration, Evocation, Necromancy, and Transmutation without problem, which are the main schools I think would be used by a character like this. Later on, however, he can take the Opposition Research Arcane Discovery from Ultimate Magic, so that’d relieve some of the difficulty of having so many Opposition Schools.
One note on equipment, he’d have a lot more gear than what’s listed, most likely including a headband, a belt, and some of those stat boosting books. I’m not taking them into account here, because they’re variable gear. So, as always, I’ll present an attack roll for him, just to see how the character pans out compared to some more main-line gunners/fighters.
His total attack would be this:
8/3 BAB + 1 Weapon Focus + 3 Dex + 3 Weapon
Add it all up and you’ve got:
A same level Gunslinger/Fighter would be a few points higher, but it’s not bad considering it’s based on a low-BAB Wizard.
Damage is: 1d8 (x4 crit) + 3 Weapon + 2 Weapon Specialization
Or about 10 damage, 40 on a critical hit. Deadly Aim is either 14 or 56 damage. Lower than a sword swinger, but still not a Gimp considering the class combo. He can fire spells from his gun with a hit of +14 vs. Touch against multiple creatures (usually) or with a +3 to their DCs, which is a pretty huge boost when you think about it. So, Lightning Bolt, a spell I normally show scorn towards, has a DC of 21, which is giant.
Additionally, the Arcane Gun ups the Critical Modifier jumps to x3, so something like Scorching Ray can deal a potential 12d6 per ray to 3 (eventually) targets or shoot all three at a single target for 12d6-36d6 damage in total. Lastly, outside of damage, he’s got access to all Sorcerer/Wizard spells, with little in the way of casting drawback. Black Tentacles, the clouds, buffs, debuffs, and even Wish, are all his.
Pretty nice character all things told.