Alchemist Archtype, The Alchemy Gunner


Homebrew and House Rules


As the title states, this is an arch-type for the alchemist. It replaces the Throw anything and Bomb class features. Please tell me what you think.

The Alchemist Gunner Archtype

Alchemy Gun: An Alchemy gun is a specially modified pistol used only by alchemist gunners for their Alchemy bullets and some other class features. A person without the alchemy gun class feature cannot use an alchemy gun at all. An alchemist gunner can modify a pistol into an alchemy gun with one days work, and a craft (gunsmith) check DC 15. An Alchemist gunner starts with an alchemy gun for free. An alchemy gun can still fire bullets as normal. An Alchemy gunner is automatically proficient with an alchemy gun. The modifications make the alchemy gun effectively worthless.
This replaces the Throw Anything class feature of the Alchemist.

Alchemical Bullets (Su): In addition to magical extracts, alchemist gunners are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful Alchemical Bullets that they can fire at their enemies. An alchemist gunner can use a number of Alchemical Bullets each day equal to his class level + his Intelligence modifier. Alchemical Bullets are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create an Alchemical Bullet, the alchemist gunner must use a small pellet made of a solidified catalyst—the alchemist gunner can create these pellets from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemist gunners create a number of catalyst pellets at the start of the day equal to the total number of Alchemical Bullets they can create in that day—once created, a catalyst pellet remains usable by the alchemist gunner for years. Creating and firing an Alchemical Bullet requires a standard action that provokes an attack of opportunity. Alchemical Bullets must be fired through an Alchemical gun(see above). Alchemical Bullets have a range of the alchemical gun, and are treated as any other bullet fired from the gun (X4 Crit, any magical properties the gun may have, etc).On a direct hit, an alchemist gunner's Alchemical Bullet inflicts 1d6 points of fire damage + additional damage equal to the alchemist gunner’s Intelligence modifier. The damage of an alchemist gunner’s Alchemical Bullet increases by 1d6 points at every odd-numbered alchemist gunner level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).
Alchemist gunners can learn new types of Alchemy Bullets as discoveries
(see the Discovery ability) as they level up. An alchemist gunner’s
Alchemy Bullet, like an extract, becomes inert if used or carried by
anyone else.
This replaces the Bomb class feature of the Alchemist.

Discoveries(Su): Any discovery that could be used to modify a bomb can instead be used to modify an alchemy bullet in the same manner except for Delayed Bomb, Explosive Bomb, and Precise Bomb. The Fast bomb instead lets you make a full attack action using alchemical gun firing alchemical bullets. The various fog discoveries may target a grid intersection as normal. The following is a new discovery:

Black Powder Extract (Su): An alchemist gunner may use an unprepared extract to create a number of doses of black powder equal to the level of the extract + 1. This black powder becomes inert if not used by the time the alchemist gunner regains his extracts per day. If the alchemist gunner has the infusion extract, any body can use the black powder, otherwise only the alchemist gunner can.

Infusion Bullet(Su): An Alchemist gunner with this discovery can fire an infused extract from his alchemy gun. This is a touch attack regardless of the range and does not gain any of the alchemy gun's properties to the extract (in other words no critical hits, no special weapon properties, etc.). An alchemy gunner must be at least 6th level and possess the Infusion discovery to select this discovery.


Clarifications and Typos:
The various fog discoveries may target a grid intersection as normal.
With no splash the "fog" based discoveries are useless. Omit this line.

The modifications make the alchemy gun effectively worthless.
"worthless" should be changed to "valueless", they can only be used by a marginal subset of the population, and therefore cannot be sold for an appreciable amount of money.


Seriously? Nothing?


I quite like this concept, infact I wanted something similiar to this as well as a tech alchemist (replacing extracts).

Very nice, might nark some of it for the homebrew we are playing.

good job


Midnightoker wrote:

I quite like this concept, infact I wanted something similiar to this as well as a tech alchemist (replacing extracts).

Very nice, might nark some of it for the homebrew we are playing.

good job

Thank you, if you use any of it, please let me know how it plays.

If anybody has any suggestions, please let me know.


i like it and will save it for use though that might be a wile


austin thomas wrote:
i like it and will save it for use though that might be a wile

Copied into my pile of useful stuff.

I like this a lot.

Dark Archive

i like the concept. i'd ditch the mutagens for something else tho.

ive been wanting to make an alchemist with an assualt rifle that has a "grenade launchet attachment" for bombs

Scarab Sages

I would definitely put this into my game before I'd use the Gunslinger (as currently written). In general I really like the idea of only Alchemists using guns because the "secret powder" is not ordinary gunpowder but a special alchemical substance. I think you may have solved all the Gunslinger playtest problems.

I agree with Name Violation that this version should also replace the mutagens with something. I was never keen on the mutagens side of the Alchemist class anyway. Actually, maybe you could redo this to have the alchemist keep the bombs, but dump all the mutagen stuff with gunner rules. Then maybe call it the Alchemist Grenadier or Ordnance Alchemist or something like that. Yep, definitely some great work on the Alchemist here Kierato!


There is not a lot of mutagen stuff, it's a first level ability and only the duration changes without discoveries...I'll think about what could replace it, but I would probably have to rewrite what I have thus far.


I might have to do this if I ever want to play a jean starwind concept lol

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