Proficiencies: The Spellslinger is proficient with light armour, and all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. He is also proficient with Bucklers and Light Shields (But not Heavy or Tower Shields). He does not suffer from arcane spell failure incurred by Light Armour, Bucklers or Light Shields.
Spellcasting: A Spellslinger casts both Arcane and Divine spells, from two specialised lists which are included below. The Spellslinger need not prepare his spells ahead of time, he may cast them spontaneously. The first set of spell slots in each column are his Arcane spells per day; the second his Divine spells per day.
Cantrips and Orisons are interchangeable, slot-wise. He still requires 8 hours of rest to refresh his spells.
A Spellslinger requires both Charisma and Wisdom, which determines the DC and bonus spells of his Arcane and Divine spells, respectively.
Archetype Power: At 1st level, the Spellslinger chooses an archetype from the following list. Each Archetype offers a set of powers and adds bonus spells known to the Spellslinger's list, which are listed below and received when he becomes capable of casting spells of the same level. The first spell in a pair is added to his Arcane list and the second to his Divine.
Panache (Ex): A Spellslinger may substitute his Charisma modifier for his Strength or Dexterity modifier when making an attack roll with a simple weapon, a longsword, a rapier, a sap, a shortsword, a shortbow, or a whip; or an attack roll with a weapon-like spell or effect.
The Arts of War and Mercy (Ex): A Spellslinger adds his Charisma Modifier to Weapon Damage rolls (See Panache for applicable weapons) and to the damage of all spells that deals Hit Point Damage.
A Spellslinger adds his Wisdom Modifier to your AC, as long as he wears light or no armour, and to the amount of hit points healed by any spell that heals Hit Point damage.
Spell Power (Ex): A Spellslinger adds 1 to the Save DC of his Spells and to his Effective Caster Level for determining level-dependent spell variables such as damage dice or range, and to all Caster Level checks. His actual Caster Level does not change.
Metamagical (Ex): Whenever a Spellslinger uses a Metamagic Feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0) and does not cause an increase in Casting Time.
Additionally, the Spellslinger may, a number of times per day equal to the relevant Ability Modifer (I.e, Charisma for Arcane Spells), cast a Metamagic adjusted spell as if he had a Third level Arcane and Divine spell slot (Yes, Heighten Spell can be used. No Heighten Spell cannot be reduced.).
This allows a Spellslinger to qualify for Feats as if he could cast, and knew, a Third Level Spell.
In the case of Reserve Feats, you use your actual Spells and Spell Slots to determine if you can "use" the Feat, but the Spells are treated as if they were one level higher. (I.e, an uncast 2nd level spell activates Feats as if it were 3rd level.)
Bonus Feat (Ex): At sixth level, a Spellslinger gains a Bonus Feat, chosen from the list of Fighter Bonus Feats, any Metamagic Feat, any Reserve Feat or any Item Creation Feat.
The Spellslinger must meet the prerequisites for the feat, but is treated as if he had a BAB of +6 and already possessed one Metamagic feat.
Spellslinger Spell Lists:
Arcane:
0: Acid Splash, Detect Magic, Inflict Minor Wounds, Read Magic, Prestidigitation, Ray of Frost
1st: Burning Hands, Chill Touch, Colour Spray, Inflict Minor Wounds, Magic Missile, Produce Flame, Ray of Enfeeblement, Shield, Shocking Grasp
2nd: Acid Arrow, Align Weapon, Flaming Sphere, Ghoul Touch, Inflict Moderate Wounds, Scorching Ray, Shatter
Divine:
0: Cure Minor Wounds, Detect Poison, Guidance, Purify Food and Drink, Resistance,
1st: Cure Light Wounds, Deathwatch, Detect Good/Evil/Chaos/Law, Mage Armour, Magic Weapon, Protection from Good/Evil/Law/Chaos, Shield of Faith
2nd: Aid, Blur, Cure Moderate Wounds, Protection from Arrows, Resist Energy, Spiritual Weapon, Status
Archetypes
Duskblade
Bonus Spells:
1st: True Strike, Cause Fear
2nd: Touch of Idiocy, Eagle's Spleandour
Lesser Archetype Power: If an Arcane Spell's Damage is dependent on the Duskblade's Caster Level, he ignores any restrictions or maximums to the damage inherent to the spell. (Such as Burning Hand's maximum of 5d4). Additionally, all damage dice are increased by one step, to a maximum of a D10 (Spells at or above this do not change). Increase goes: D2/D3 -> D4 -> D6 ->D8 -> D10.
Moderate Archetype Power: A Duskblade can use a Standard Action to cast any Arcane touch or ranged touch spell he knows, and deliver the spell (Or the damage of a Reserve Feat he possesses) through his weapon with a Melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Greater Archetype Power: Once per Encounter, a Duskblade may have his Acid, Cold, Electricity and Fire Arcane spells deal damage as if it were one of the other four. (For instance, Acid Arrow dealing Fire damage, or Burning Hands dealing Cold damage.)
Combat Medic
Bonus Spells:
1st: Cure Light Wounds*, Sanctuary
2nd: Cure Moderate Wounds*, Lesser Restoration
*Yes, added to the Arcane List.
Lesser Archetype Power: Anyone healed Hit Point damage by a Combat Medic gains Temporary Hitpoints equal to the Combat Medic's Wisdom Modifier, that last for a number of rounds equal to half that number.
Additionally, as an At-Will Supernatural ability, a Combat Medic may Stabilise a Dying Ally within Close Range as if he had magically healed 1 point of damage. (But no damage is actually healed, so no temporary Hitpoints. Sorry.)
Moderate Archetype Power: A number of times per day equal to his Wisdom Modifier, a Combat Medic may cast any Cure X spell as an Immediate Action.
Greater Archetype Power: Once per Encounter, a Combat Medic may cast any Cure X spell as if it were Maximised.
Magician
Bonus Spells:
1st: Disguise Self, Divine Favour
2nd: Heroism, Resist Energy
Lesser Archetype Power: Once per encounter, a Magician may ignore the Somatic and Verbal components of any spell he casts.
Moderate Archetype Power: A Magician can recover some spells with a partial rest. For every hour a Magician rests, he recovers 2 Cantrips and 1 Arcane or Divine spell, starting with his 1st level spells. If he has all his 1st level spells, he can recover his 2nd level spells. (ALL his 1st level spells, if he has all his 1st level Arcane spells, but no Divine, he recovers his 1st level Divine spells before he can get a 2nd level spell.)
If the Magician rests for 8 hours uninterrupted, he recovers all his spells as standard.*
Greater Archetype Power: A Magician who knows the contents of a scroll may, instead of casting it, choose to commit the spell to memory, using it as one of his Known spells. He can only do this with 0, 1st or 2nd level Spells. He may have two spells in this manner, one Arcane spell and one Divine spell. Learning a new spell via this ability causes you to forget the old one.
*
Spoiler: Clarifications
Show
Ok, so, this may not be the clearest ability. So, I'll try to go into more details.
Basically, this ability lets you "partially rest" to recover "some" spells. I think you got that part. Every hour, select an Arcane slot or Divine slot. Boom, you can cast a spell.
So, normally, Spellcasters need 8 hours of uninterrupted rest to get their spellslots back, like a light switch. Sit down with 0 spells, 8 hours later *ding* you can cast again. This ability allows for spells to be returned gradually, so you can provide some secondary healing in an emergency situation, or grab that extra Burning Hands spell that you really, really need.
What this ability is NOT is a way for you to "go nova" every fight. Because recovering spells this way is actually slower than normal, because at Level 6, you have TEN spells, not counting Bonus Spells. If we assume that, somehow, you have a 20 in both Charisma and Wisdom, you get an extra four 1st level spells (2 Arcane, 2 Divine) and two extra 2nd level spells (1 Arcane, 1 Divine) for a grand total of sixteen spells. To recover them all JUST through this ability would require 16 hours of rest. Double the 8 hours required to recover spells normally.