Alchemical Gunslinger Mockup


Homebrew and House Rules


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Feat 2: Alchemical Gunslinger Dedication
(Uncommon)(Archetype)(Dedication)
Prerequisites: Trained in crafting
Access: You are from the Alkenstarr region, or have been trained by someone else who has the dedication.

You know your way around the Mana Wastes and have craftsmanship that has led you able to craft the fabled guns from Alkenstarr region you have grown up in, you are gunslinger of sorts with penchant for alchemy. You become trained in Alchemical Crafting feat and Wilderness lore; if you were already trained, you become an expert instead. You also become trained in advance weapons from the gun category and gain access to pistol, blunderbuss, musket and have formulas for crafting cartridges and alchemical cartridges.

Special: You cannot select another dedication feat until you have gained two other feats from the Alchemical Gunslinger archetype.

Feat 4: Rapid Reload
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to handle a gun well when out in the field, knowing how to speed up process to allow you to fire in quick succession. Reduce the reload by 1 for those in gun category.

Feat 4: Expert Aim
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to how to keep the enemy off balance with well aimed shot, when you successful strike with weapon from gun category you leave your target flatfooted until start of your next turn.

Feat 6: Alchemical Genius
(Archetype)(Skill)
Prerequisites: Alchemical Gunslinger Dedication, Expert in Crafting
When using the crafting skill to craft items with alchemical trait you reduce minimum amount of days to craft one by 1 day and treat craft skill check critical failure as failure when making alchemical items.

Feat 8: Gun Legend
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You known for your skills when wielding a gun. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with weapons in gun category.

Gun Ranged Weapons
--------------------------------
Name.............Category.....Price...Damage...Range...Reload...Bulk..Hands ...Group...Traits
Pistol................Advance.......16 GP.....1d8 P.........40ft............1...........1...........1.........Gun.......Fatal d10, Imprecise 20ft, Uncommon, Penetration 5
Musket.............Advance.......22 GP.....1d10 P.......60ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 30ft, Uncommon, Penetration 10
Blunderbuss....Advance.......25 GP.....1d10 P.......30ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 10ft, Uncommon, Penetration 5, Spread 10ft cone

New Weapon Traits
Spread - This ranged weapon spreads it's attack to all targets in listed distance from the weapon.

Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.

Penetration - When this ranged weapon deals damage, it ignores the amount listed of resistance that the target may have.

Gun(Crit) - The gunshot viciously pierces the target, who takes 2 additional damage per weapon damage die.

Item 2: Cartridge
(Consumable)(Uncommon)(Gun)
Price 5 SP (price for 10), L Bulk
This Cartridge is made to hold black powder for firing with a gun.

Item 2: Alchemical Cartridge(Lesser)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Lesser Alchemical bomb + Cartridge.
This Cartridge is treated with Lesser Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 4: Alchemical Cartridge(Moderate)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Moderate Alchemical bomb + Cartridge.
This Cartridge is treated with Moderate Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 12: Alchemical Cartridge(Greater)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Greater Alchemical bomb + Cartridge.
This Cartridge is treated with Greater Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 18: Alchemical Cartridge(Major)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Major Alchemical bomb + Cartridge.
This Cartridge is treated with Major Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.


Removed Imprecise and shortened weapon range..

Gun Ranged Weapons
--------------------------------
Name.............Category.....Price...Damage...Range...Reload...Bulk..Hands ...Group...Traits
Pistol................Advance.......16 GP.....1d8 P.........30ft............1...........1...........1.........Gun.......Fatal d10, Uncommon, Penetration 5
Musket.............Advance.......22 GP.....1d10 P.......50ft............2...........2...........2.........Gun.......Fatal d12, Uncommon, Penetration 10
Blunderbuss....Advance.......25 GP.....1d10 P.......20ft............2...........2...........2.........Gun.......Fatal d12, Uncommon, Penetration 5, Spread 10ft cone

Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.

Sovereign Court

This idea is very cool! Would you mind if I added it to my house rules? I'll give you credit as the inspiration.


1 person marked this as a favorite.
Samurai wrote:
This idea is very cool! Would you mind if I added it to my house rules? I'll give you credit as the inspiration.

Sure go ahead that why I made it for.

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