Alchemist Archetype: Gun Chemist


Homebrew and House Rules


Introduction and Etc.:
I know I'm not the first person to do this, and I'm sure others have done it better, but here's my crack at a gun-toting Alchemist. I am aware of the Explosive Missile discovery, but it's really kind of underwhelming to me. I would hope this would be a little more focused on firearms rather than the Alchemist's usual tricks. Looking for feedback, will edit this post when changes are made.

-Gun Chemist Archetype-
Weapon and Armor Proficiency: Gun Chemists are not proficient with bombs (unless he takes the Bomb discovery, see below). They are proficient with a single specific firearm (see Gunsmith, below).

Alchemical Shot (Su): A number of times per day equal to his class level + his Intelligence modifier, a Gun Chemist can fire a special shot from his weapon which explodes upon impact. This shot deals normal firearm damage and additional fire damage equal to 1d6 + the Alchemist's Intelligence modifier to the target. This extra damage can be halved with a reflex save (DC 10 + 1/2 Class level + Int). Alchemical Shot can be modified by discoveries as normal bombs, with the exception of the Delayed Bomb, Explosive Bomb, Precise Bomb, and Smoke Bomb discoveries (and related discoveries). This is otherwise identical to and replaces the Bomb class feature.

Gunsmith (Ex): At 1st level, a Gun Chemist gains one of the following firearms of his choice: musket, or pistol. He is proficient with this firearm, but not others (even others of the same type). His starting weapon is battered, and only she knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The Gun Chemist also gains Gunsmithing as a bonus feat. This replaces Poison Use and Throw Anything.

Deadeye Draught (Su): A Gun Chemist can, with one hour of work, brew a special elixir which heightens the senses. A Gun Chemist can maintain only one dose of Deadeye Draught at a time - if a second is brewed, the first becomes inert. When imbibed, Deadeye Draught grants the following Alchemical bonuses for 10 minutes per class level: +2 to hit, +4 on Perception checks, and the ability to target Touch AC with a firearm one range increment further than normal. It also imposes a -2 penalty on all saving throws vs. sight- or sound-based effects. Any other character who drinks Deadeye Draught has their senses overloaded - they are blinded and deafened for one round, and take a -4 on Perception checks for one minute thereafter. This replaces Mutagen.

Evasion (Ex): The explosive nature of the Gun Chemist's studies necessitate a certain quickness of reflexes. At 2nd level, a Gun Chemist gains the Evasion class feature. This replaces Poison Resistance (all levels).

Amateur Gunslinger (Ex): At 6th level, a Gun Chemist gains Amateur Gunslinger as a bonus feat. Additionally, from this level on, a Gun Chemist may select a Grit feat in place of a Discovery. This replaces Swift Poisoning.

Evasive Draught (Ex): At 10th level, a Gun Chemist gains Improved Evasion while he is under the effects of his Deadeye Draught. This replaces Poison Immunity.

Persistent Draught (Ex): At 14th level, a Gun Chemist's Deadeye Draught lasts for 1 hour per class level. Replaces Persistent Mutagen.

-New Discoveries-
Alchemical Shot: Prerequisite: Bomb class feature. You may prepare Alchemical Shots instead of Bombs. You may prepare any combination of the two, but your total number may not exceed your class level + your Intelligence Modifier.

Bomb: Prerequisite: Alchemical Shot class feature. You may prepare Bombs instead of Alchemical Shots. You may prepare any combination of the two, but your total number may not exceed your class level + your Intelligence Modifier. If you are not proficient with Bombs, you gain this proficiency.

Deadeye Draught: You gain the Deadeye Draught class feature.

Greater Deadeye Draught: Prerequisites: Alchemist level 12, Deadeye Draught. Your Deadeye Draught bonuses improve to +4 to hit, +6 to Perception. Additionally, you gain Blind-Fight while under the effects of your Draught. Penalties increase to -3.

Grand Deadeye Draught: Prerequisites: Alchemist level 16, Greater Deadeye Draught. Your Deadeye Draught bonuses improve to +6 to hit, +8 to Perception. Additionally, you cannot be caught flat-footed while under the effects of your Draught. Penalties increase to -4.

Infuse Mutagen: This discovery may affect a Gun Chemist's Deadeye Draught.

Splash Shots: Prerequisite: Alchemical Shot. Adds splash damage to your Alchemical Shots - all creatures adjacent to the primary target take damage equal to the shot's minimum damage (for example, if your shot deals 2d6+4 damage, adjacent targets would take 6 damage), with a Reflex save for half (DC 10 + 1/2 class level + Int). Additionally, any discoveries which modify Bombs may now affect Alchemical Shots.


Joe Wells did something similar here. I don't have time to read this one right now, but that might give you some ideas!


Cheapy wrote:
Joe Wells did something similar here. I don't have time to read this one right now, but that might give you some ideas!

Took a quick look at that, and while it's a very good idea the character I had in mind when I wrote this archetype was an Alchemist who dabbles in gunplay, not vice-versa. Thanks for bringing it to my attention though.

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