Spellbond Slinger (Gunslinger/Wizard)

(Original Concept by Cartmanbeck)

Primary: Gunslinger.

Secondary: Wizard.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The spellbond slinger selects three wizard skills to add to her class skills in addition to the normal gunslinger class skills, one of which must be Spellcraft. The spellbond slinger gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The spellbond slinger is proficient with all simple and martial weapons, all firearms, with light armor, but not with shields. A spellbond slinger can cast wizard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellbond slinger wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellbond slinger still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A spellbond slinger casts arcane spells drawn from the wizard’s spell list. A spellbond slinger must choose and prepare her spells ahead of time. A spellbond slinger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spellbond Slinger. A spellbond slinger otherwise learns, prepares, and casts spells as a wizard equal to her spellbond slinger level. She also receives bonus spells per day if she has a high Intelligence score.

Bonded Gun (Su): At 1st level, a spellbond slinger creates a bond with the firearm he has chosen with his gunsmith class feature. This bond is similar to the wizard’s arcane bond ability. In addition, a spellbond slinger receives an additional spell slot of each spell level she can cast, from 1st on up. Each day, a spellbond slinger can prepare one of the following spells in that slot, as determined by her chosen firearm.

Blunderbuss: 1st–burning hands; 2nd–web; 3rd–shout; 4th–waves of fatigue; 5th–cone of cold; 6th–waves of exhaustion.

Musket: 1st–magic missile; 2nd–spontaneous immolation; 3rd–lightning bolt; 4th–curse of magic negation; 5th–feeblemind; 6th–chain lightning.

Pistol: 1st–ray of enfeeblement; 2nd–scorching ray; 3rd–force punch; 4th–bestow curse; 5th–firesnake; 6th–disintegrate.

As a standard action, a spellbond slinger can cast one of these spells and deliver it using a ranged attack from his bonded gun, and any enhancement bonus which the gun possesses are added to the save DCs of the spells. If the spell has a sing