Gunchemist (Archetype) - Another shot


Homebrew and House Rules

RPG Superstar 2010 Top 32

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A little while back, I posted a gunslinger archetype that allowed him to shoot alchemist bombs. I've tweaked it a bit, so I'm posting the current version.

Primarily, I've pulled way back on the number of enhanced cartridges he gets per day. I've given him back his bonus feats and taken away bleeding wound and gun training. He now gets another enhancement at 3rd, which aligns getting new enhancements where gun training would have been, avoiding dead levels.

Enhancements have moved around a bit, mostly to align with the new progression. I've also dropped dispelling cartridge just because it really didn't feel like something this guy should get.

I've added a feat to allow a gunchemist to burn grit to get more cartridges per day as well.

Anyway, here it is-

Archetype Basics:
Gunchemist (Archetype)
Some gunslingers are fascinated with the chemical and alchemical processes that power their weapons. These gunchemists dabble in the alchemical arts and use that knowledge to enhance their firearm ammunition.

Enhance Cartridge (Su): At 2nd level, a gunchemist becomes adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful firearm ammunition that they can fire at their enemies. A gunchemist can enhance a number of paper alchemical cartridges each day equal to half his class level. In order to create an enhanced cartridge, the gunchemist must use a small quantity of alchemical reagents. The gunchemist can create this substance and infuse the cartridge with small amounts of chemicals from an alchemy lab and tools from a gunsmith's kit. These supplies can be readily refilled in the same manner as a spellcaster’s component pouch.

As a standard action, the gunchemist can infuse a single paper alchemical cartridge with the power of his chosen enhancement, load the ammunition, and shoot the firearm. Enhanced cartridges are unstable, and if not used in the round they are created, they degrade and become standard paper alchemical cartridges once again. On a successful attack the firearm using the enhanced cartridge deals its normal damage as well as the effects of the enhancement, unless noted. If the attack misses, no special effect from the enhanced cartridge occurs.

Gunchemists learn one of the following enhancements at 2nd level, and learn an additional enhancement at 3rd level and every 2 levels thereafter. Some enhancements can only be learned if the gunchemist has met certain prerequisites first, such as learning other enhancements. In addition, gunchemists must have ranks in Craft (alchemy) equal to half the level requirement of the enhancement (minimum one rank for those enhancements without a level requirement).

Only one enhancement can be applied to an individual cartridge. The DC to save against the special effects of an enhanced cartridge is equal to 10 + 1/2 the gunchemist’s level + the gunchemist’s Wisdom modifier. A gunchemist’s enhanced cartridge becomes inert if used or carried by anyone else.

This ability replaces the deadeye, utility shot, targeting, bleeding wound, and menacing shot deeds and gun training.

Enhancements:

Acid cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict acid damage. Creatures hit by an acid cartridge take an additional 1d6 points of acid damage 1 round later.

Frost cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict cold damage. Creatures hit by a frost cartridge are staggered on their next turn unless they succeed on a Fortitude save.

Shock cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict electricity damage. Creatures hit by a shock cartridge are dazzled for 1d4 rounds.

Smoke cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it create a cloud of thick smoke when it hits. The cloud functions as fog cloud, filling the square of the target and all adjacent squares for 1 round per level. This cartridge, and other smoke cartridges, may be fired at a solid object rather than a creature to take effect.

Tanglefoot Cartridge: A creature hit by a tanglefoot cartridge takes no damage, but must save against the cartridge’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook).

Alchemist’s fire cartridge: Creatures hit by an alchemist's fire cartridge catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. A gunchemist must be at least 5th level before selecting this discovery.

Blinding Cartridge: When the gunchemist creates an enhanced cartridge, he can choose for it to detonate very brightly. Creatures hit by a blinding cartridge are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in adjacent squares that fail their saves against the cartridge are dazzled for 1 minute. This is a light effect. A gunchemist must be at least 5th level before selecting this discovery.

Concussive cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict sonic damage. Concussive cartridges deal an additional 1d4 points of sonic damage. Creatures hit by a concussive cartridge are deafened for 1 minute unless they succeed at a Fortitude save. A gunchemist must be at least 5th level before selecting this discovery.

Force cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict force damage. Force cartridges deal an additional 1d4 points of force damage. Creatures hit by a force cartridge are knocked prone unless they succeed on a Reflex save. A gunchemist must be at least 5th level before selecting this discovery.

Stink cartridge: The effects of the smoke created by a gunchemist’s cartridge can duplicate the effects of stinking cloud instead of fog cloud, filling the square of the target and all adjacent squares for 1 round. A gunchemist must be at least 5th level and possess the smoke cartridge discovery before selecting this discovery.

Confusion Cartridge: The gunchemist’s cartridges twist the target’s perception of friend and foe. A creature hit by a confusion cartridge takes damage from the firearm and is under the effect of a confusion spell for 1 round per caster level of the gunchemist. A gunchemist must be at least 9th level before selecting this discovery.

Disease Cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it deliver sickness. On a successful hit, the target must make a Fortitude save or suffer the effects of a contagion spell. A gunchemist must be at least 9th level before selecting this discovery.

Poison cartridge: This gunchemist’s cartridge delivers poison directly into the target. A creature hit by a poison cartridge suffers the effects of a poison spell. The gunchemist is not in danger of poisoning himself when creating this cartridge, but is still subject to possible self-poisoning when otherwise applying poison, as normal. A gunchemist must be at least 11th level before selecting this discovery.

Sunlight Cartridge: The gunchemist can create cartridges that explode with a searing radiance equivalent to that of sunlight and that act as blinding cartridges. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take an additional 1d6 damage from the cartridge. Undead that are harmed by sunlight and that fail a Fortitude save are staggered for 1 round. A gunchemist must be at least 11th level and must have the blinding cartridge discovery before he can select this discovery.

Madness cartridge: This gunchemist’s cartridge sears the mind rather than flesh. A creature hit by a madness cartridge takes 1d3 points of Wisdom damage in addition to the firearm's damage. The amount of Wisdom damage dealt by a madness cartridge is reduced by 1 for each madness cartridge (or alchemist's madness bomb) that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. A gunchemist must be at least 13th level before selecting this discovery.

Inferno cartridge: The effects of the smoke created by a gunchemist’s cartridge duplicate the effects of incendiary cloud instead of fog cloud, filling the square of the target and all adjacent squares for 1 round per level. A gunchemist must be at least 17th level and must possess the smoke cartridge discovery before selecting this discovery.

Feat:
Gritty Gunchemist (Grit)
You can spend grit to create more enhanced cartridges.
Prerequisite: Enhance Cartridge and Grit class features.
Benefit: You can spend 1 grit point to create and fire 1 enhanced cartridge. This enhanced cartridge does not count against your normal daily limit. You can spend a number of grit points per day in this way equal to your Wisdom modifier.
Normal: You are limited to a number of enhanced cartridges equal to half your level each day.


I like it. It is a simple archetype to apply with a bit of injected flavor to boot. Lost some really good Deeds though. Especially targeting.... Gains alot of snazzed up shooting though in return. Big fan of the Sunlight Cartridge and Tangle Foot. However, I would separate the differing shots rather than making them all supernatural. None will work in Anti-magic Zone. T'would be sad 'specially since half these abilities are feasible...

RPG Superstar 2010 Top 32

For context- Gunchemist 1st draft


Y'know, I remember reading this the first time it was posted and thinking "I'll comment on that!" Must've forgotten to then!


It seems neat, though other than the full bab, I don't really see any major difference between this and an Alchemist using a Dex mutagen with the discovery that lets him load and fire a ranged weapon with his bomb?

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