Gun Chemist advice


Advice


I really love the flavor of the Gun Chemist Alchemist archetype, but I'm not sure how viable it is (or at least how it compares to the Grenadier). I like the idea of using a gun to deliver bombs, and I also like the possibility of making a gun viable as a back-up weapon when I'm out of (or saving) bombs. But I have questions about how it works.

First of all, for what ammunition types does Cartridge Savant work? It reads, in part:

"When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier."

For what other types of cartridges does Int get added to damage? If I'm reading it correctly, it pretty much only works on dragon's breath and on the different types of mage shot. Am I reading that incorrectly? What else could I shoot and add Int to damage? I didn't really want to use a spread gun, so dragon's breath doesn't excite me.

Secondly, if I have to use Mage Shot, can I craft that with Gunsmith, or do I have to have Craft Magic Arms and Armor? And whatever I use, how much does it cost to make? Mage Shot (Fire), for example, says it costs 98 gp to craft. Is that for a single shot, or for multiple pieces of ammo? If the latter, how many get crafted for that cost? And is there a further discount for having Gunsmithing feat? It seems odd to me that the retail cost of Mage Shot (Fire) is 178, but the craft cost is 98 (which is more than half).

Third, is Gun Chemist even worthwhile as compared to Grenadier? It seems to me that the fault with guns is that you basically are firing a bag of money at enemies. I guess Paizo wanted to balance guns with cost, but that seems like a poor way to accomplish balancing.

I may just take Grenadier and use a long bow, but re-skin it to be a gun using the bow's stats. I like the concept of a gnome alchemist using a homemade gun, but it's hard to justify unless I'm reading the rules incorrectly.

Thanks!


Critical Fumble wrote:

First of all, for what ammunition types does Cartridge Savant work? It reads, in part:

"When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier."
For what other types of cartridges does Int get added to damage? If I'm reading it correctly, it pretty much only works on dragon's breath and on the different types of mage shot. Am I reading that incorrectly? What else could I shoot and add Int to damage? I didn't really want to use a spread gun, so dragon's breath doesn't excite me.

It looks like it's mostly dragon's breath or mage shot. Having said that, you do increase the DC's for those as well as the damage, so it's pretty good for them. The ability looks like it was written to be open ended if something got added later, but not much has been added. There may be some specific items in certain AP's or something that would work.

Critical Fumble wrote:
Secondly, if I have to use Mage Shot, can I craft that with Gunsmith, or do I have to have Craft Magic Arms and Armor? And whatever I use, how much does it cost to make? Mage Shot (Fire), for example, says it costs 98 gp to craft. Is that for a single shot, or for multiple pieces of ammo? If the latter, how many get crafted for that cost? And is there a further discount for having Gunsmithing feat? It seems odd to me that the retail cost of Mage Shot (Fire) is 178, but the craft cost is 98 (which is more than half).

It looks like you need the craft magic arms and armour, and unless you somehow get the ability to cast the spells required you also need someone to cast them for you. I'm not sure how many you get, but unless otherwise stated I'd assume one (I don't own the book they come from so I'm going off the PFSRD).

Critical Fumble wrote:
Third, is Gun Chemist even worthwhile as compared to Grenadier? It seems to me that the fault with guns is that you basically are firing a bag of money at enemies. I guess Paizo wanted to balance guns with cost, but that seems like a poor way to accomplish balancing.

It has interesting flavour, but yes it does seem expensive ...

Critical Fumble wrote:

I may just take Grenadier and use a long bow, but re-skin it to be a gun using the bow's stats. I like the concept of a gnome alchemist using a homemade gun, but it's hard to justify unless I'm reading the rules incorrectly.

Thanks!

I'd be inclined to take 1 level of Gunslinger (no archetype, deadeye is worth it) and then go straight alchemist (grenadier probably, but vanilla would do). For firing bombs at people you have to wait till level 5 for Explosive Missile. Later you can get a Conductive pistol and fire 2 bombs in 1 shot (for the cost of 3 bombs). Depends what level(s) you're playing at though, as that will stop being competitive at higher levels.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Gun Chemist advice All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice