Spellgun Magus (Magus/Gunslinger)
(Original Concept by Elghinn Lightbringer)
Primary Class: Magus.
Secondary Class: Gunslinger.
Hit Dice: d8.
Bonus Skills and Ranks: The spellgun magus selects three gunslinger skills to add to his class skills in addition to the normal magus class skills. The spellgun magus gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The spellgun magus is proficient with all simple and martial weapons, and with all firearms. The spellgun magus is proficient with light armor, but not with shields. A spellgun magus can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellgun magus wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellgun magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The spellgun magus casts arcane spells drawn from the magus spell list, and adds the following spells to her list at the indicated levels: 1st level–abundant ammunition†, damp powder†, fabricate bullets†; 2nd level–bullet shield†, destabilize powder†, recoil fire†, stabilize powder†; 3rd level–flash fire†; 4th level–name bullet†; 6th level–named bullet (greater)†. A spellgun magus otherwise learns, prepares, and casts spells as a magus equal to her spellgun magus level. The spellgun magus gains bonus spells if she has a high Charisma score. (†Ultimate Combat)
Arcane Gun (Su): Beginning at 1st level, a spell gun magus can fire projectiles (bullets and pellets) and cast magic through her firearm. Any spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier. An arcane gun functions as a normal one-handed or two-handed firearm in the hands of others, as it was a normal firearm before the spellgun magus imbued them with magic.
A spellgun magus can cast any ranged touch attack, cone, line, or ray spells through her arcane gun. When she casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When an arcane gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the c