Spellshot Dedication Feat 2
Source Pathfinder Guns & Gears
Prerequisites 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 feat counts as Wizard Dedication for the prerequisites 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
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. 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 shoot 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. While spellshot traditions spread from Arcadia, they're still rare in the Inner Sea region.
Additional Feats: 4th Basic Arcana, Basic Wizard Spellcasting; 6th Advanced Arcana 8th: Arcane Breadth; 12th: Expert Wizard Spellcasting
Way of the Spellshot 1st
Spellshot Dedication Feat 2
Prerequisites 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 prerequisites 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
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. 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 shoot 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. While spellshot traditions spread from Arcadia, they're still rare in the Inner Sea region.
Additional Feats: 4th Basic Arcana, Basic Wizard Spellcasting; 6th Advanced Arcana 8th: Arcane Breadth; 12th: Expert Wizard Spellcasting
Way of the Spellshot 1st
Spellshot Dedication Feat 2
Prerequisites 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 prerequisites 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
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. 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 shoot 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. While spellshot traditions spread from Arcadia, they're still rare in the Inner Sea region.
Additional Feats: 4th Basic Arcana, Basic Wizard Spellcasting; 6th Advanced Arcana 8th: Arcane Breadth; 12th: Expert Wizard Spellcasting
Way of the Spellshot 1st
Spellshot Dedication Feat 2
Prerequisites 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 prerequisites 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
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. 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 shoot 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. While spellshot traditions spread from Arcadia, they're still rare in the Inner Sea region.
Additional Feats: 4th Basic Arcana, Basic Wizard Spellcasting; 6th Advanced Arcana 8th: Arcane Breadth; 12th: Expert Wizard Spellcasting
Way of the Spellshot 1st
Spellshot Dedication Feat 2
Prerequisites 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 prerequisites 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.
Source: Pathfinder Guns & Gears
Spell-Woven Shot Feat 4
Source: Pathfinder Guns & Gears
Fulminating Shot Feat 6
Source: Pathfinder Guns & Gears
Call Gun Feat 8
Source: Pathfinder Guns & Gears
Phase Bullet Feat 14
Source: Pathfinder Guns & Gears
Black Powder Embodiment Feat 18
Source: Pathfinder Guns & Gears
orThe art of creating the weapons most commonly referred to as "beast guns" is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.
The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.
To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.
You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.
| Choosing your Beast Gun |
|---|
| A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. |
Additional Feats: 8th Call Gun
Beast Gunner Dedication Feat 6
Prerequisites expert with at least one type of firearm, trained in Arcana or Crafting, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt
You've unlocked the first hints of your weapon's hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, amplifying any latent or active magic power you have. Unlocking this ability allows you to master it with other magical firearms. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling.
Spellsling 3
Source: Pathfinder Guns & Gears
Basic Beast Gunner Spellcasting Feat 8
Source: Pathfinder Guns & Gears
Drain Vitality Feat 10
Source: Pathfinder Guns & Gears
Expert Beast Gunner Spellcasting Feat 12
Source: Pathfinder Guns & Gears
Controlled Bullet Feat 16
Source: Pathfinder Guns & Gears
Master Beast Gunner Spellcasting Feat 18
Source: Pathfinder Guns & Gears
archetypes.Source: Pathfinder Guns & Gears
Spell-Woven Shot Feat 4
Source: Pathfinder Guns & Gears
Fulminating Shot Feat 6
Source: Pathfinder Guns & Gears
Call Gun Feat 8
Source: Pathfinder Guns & Gears
Phase Bullet Feat 14
Source: Pathfinder Guns & Gears
Black Powder Embodiment Feat 18
Source: Pathfinder Guns & Gears
orThe art of creating the weapons most commonly referred to as "beast guns" is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.
The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.
To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.
You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.
| Choosing your Beast Gun |
|---|
| A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. |
Additional Feats: 8th Call Gun
Beast Gunner Dedication Feat 6
Prerequisites expert with at least one type of firearm, trained in Arcana or Crafting, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt
You've unlocked the first hints of your weapon's hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, amplifying any latent or active magic power you have. Unlocking this ability allows you to master it with other magical firearms. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling.
Spellsling 3
Source: Pathfinder Guns & Gears
Basic Beast Gunner Spellcasting Feat 8
Source: Pathfinder Guns & Gears
Drain Vitality Feat 10
Source: Pathfinder Guns & Gears
Expert Beast Gunner Spellcasting Feat 12
Source: Pathfinder Guns & Gears
Controlled Bullet Feat 16
Source: Pathfinder Guns & Gears
Master Beast Gunner Spellcasting Feat 18
Source: Pathfinder Guns & Gears
archetypes.Source: Pathfinder Guns & Gears
Spell-Woven Shot Feat 4
Source: Pathfinder Guns & Gears
Fulminating Shot Feat 6
Source: Pathfinder Guns & Gears
Call Gun Feat 8
Source: Pathfinder Guns & Gears
Phase Bullet Feat 14
Source: Pathfinder Guns & Gears
Black Powder Embodiment Feat 18
Source: Pathfinder Guns & Gears
orThe art of creating the weapons most commonly referred to as "beast guns" is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.
The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.
To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.
You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.
| Choosing your Beast Gun |
|---|
| A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. |
Additional Feats: 8th Call Gun
Beast Gunner Dedication Feat 6
Prerequisites expert with at least one type of firearm, trained in Arcana or Crafting, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt
You've unlocked the first hints of your weapon's hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, amplifying any latent or active magic power you have. Unlocking this ability allows you to master it with other magical firearms. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling.
Spellsling 3
Source: Pathfinder Guns & Gears
Basic Beast Gunner Spellcasting Feat 8
Source: Pathfinder Guns & Gears
Drain Vitality Feat 10
Source: Pathfinder Guns & Gears
Expert Beast Gunner Spellcasting Feat 12
Source: Pathfinder Guns & Gears
Controlled Bullet Feat 16
Source: Pathfinder Guns & Gears
Master Beast Gunner Spellcasting Feat 18
Source: Pathfinder Guns & Gears
archetypes.Source: Pathfinder Guns & Gears
Spell-Woven Shot Feat 4
Source: Pathfinder Guns & Gears
Fulminating Shot Feat 6
Source: Pathfinder Guns & Gears
Call Gun Feat 8
Source: Pathfinder Guns & Gears
Phase Bullet Feat 14
Source: Pathfinder Guns & Gears
Black Powder Embodiment Feat 18
Source: Pathfinder Guns & Gears
orThe art of creating the weapons most commonly referred to as "beast guns" is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.
The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.
To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.
You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.
| Choosing your Beast Gun |
|---|
| A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. |
Additional Feats: 8th Call Gun
Beast Gunner Dedication Feat 6
Prerequisites expert with at least one type of firearm, trained in Arcana or Crafting, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt
You've unlocked the first hints of your weapon's hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, amplifying any latent or active magic power you have. Unlocking this ability allows you to master it with other magical firearms. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling.
Spellsling 3
Source: Pathfinder Guns & Gears
Basic Beast Gunner Spellcasting Feat 8
Source: Pathfinder Guns & Gears
Drain Vitality Feat 10
Source: Pathfinder Guns & Gears
Expert Beast Gunner Spellcasting Feat 12
Source: Pathfinder Guns & Gears
Controlled Bullet Feat 16
Source: Pathfinder Guns & Gears
Master Beast Gunner Spellcasting Feat 18
Source: Pathfinder Guns & Gears
archetypes.Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ArchetypeThis feat belongs to an archetype.
ClassArchetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.