Alchemical Gunslinger

There are few world changing alchemical creations in the world that can stand beside black powder. A concoction so potent that it changed the face of war, the face of the world itself. The Alchemical Gunslinger seeks to harness the wild power of black powder and use it to bring untold power and versatility to the battlefield.

Role: Alchemical Gunslingers are dealers of life and death. A thousand ways to kill, a thousand ways to heal. There are few problems that cannot be solved with the proper application of powder, lead, and alchemy. An Alchemical Gunslinger is primarily an offensive damage dealer but also manages to pick up a few tricks that make them decent providers of skill and support.

Alignment: Any.

Hit Die: d10.

 LevelBABFortRefWillSpecial
1st+1+2+2+0Alchemical assault, Alchemical specialty, Increased firepower 1d6
2nd+2+3+3+0Stimulant, Discovery
3rd+3+3+3+1Medical delivery, Increased firepower 2d6
4th+4+4+4+1Nimble, Discovery
5th+5+4+4+1Clearing round, Increased firepower 3d6
6th+6/+1+5+5+2Discovery
7th+7/+2+5+5+2Quick crafting, Increased firepower 4d6
8th+8/+3+6+6+2Discovery
9th+9/+4+6+6+3Quick thinking, Increased firepower 5d6
10th+10/+5+7+7+3Discovery
11th+11/+6/+1+7+7+3Potent stimulant, Increased firepower 6d6
12th+12/+7/+2+8+8+4Discovery
13th+13/+8/+3+8+8+4Exsanguinating round, Increased firepower 7d6
14th+14/+9/+4+9+9+4Discovery
15th+15/+10/+5+9+9+5Inured to Alchemy, Increased firepower 8d6
16th+16/+11/+6/+1+10+10+5Discovery
17th+17/+12/+7/+2+10+10+5Instant armory, Increased firepower 9d6
18th+18/+13/+8/+3+11+11+6Discovery
19th+19/+14/+9/+4+11+11+6Improved stimulant, Increased firepower 10d6
20th+20/+15/+10/+5+12+12+6Ultimate weapon, Discovery

 

Class Skills:
Class Skills Acrobatics, appraise, Bluff, Climb, Craft (Any), disable device, Intimidate, Knowledge (engineering), Perception, perform, Profession, Sleight of hand, stealth,
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the Alchemical Gunslinger also begins with their starting firearm.

Weapon and armor proficiencies: An alchemical gunslinger is proficient with light armor, simple weapons, and all firearms as well as thrown alchemical weapons.

Alchemical specialty (Ex): An alchemical gunslinger adds their level to all craft alchemy checks. Additionally they gain the Gunsmithing as a bonus feat. They also begin play with a mundane blunderbuss, musket, or pistol.

Increased firepower (Ex): An alchemical gunslinger gains a number of bonuses and abilities when using firearms. Alchemical gunslinger is capable of creating specialised ammunition for their firearms which come in two broad categories: Alchemical rounds and Explosive rounds.

Alchemical rounds:  Anytime an alchemical gunslinger crafts an alchemical item such as acid flask, tangle foot bag, thunderstone, poison or the like they may choose to craft it in the form of a round of ammunition for their firearm. When this ammunition hits itdeals damage normally but also delivers the alchemical item to the target as if a ranged touch attack had been made. If the item was a poison it instead deliver's the poison in the typical fashion in addition to dealing damage, this cannot be sued with ingested poisons. These rounds of ammunition have the same shelf life as a normal item of their type and can be used in any firearm though if the wielder does not possess at least 1 rank of craft alchemy they double the misfire chance for their attack with this ammo. These rounds count as alchemical rounds for the purpose of reloading time and misfire chance.

Explosive rounds:  These rounds are high powered explosives that cause an intense blast of flames on connecting. On a direct hit this deals the guns regular damage and triggers an explosion dealing  1d6 points of fire damage. This damage increases by 1d6 points at every odd-numbered class level (this fire damage is not multiplied on a critical hit or by using feats such as Vital Strike). Every creature adjacent to the target takes splash damage equal to the round's minimum damage (so if the attack would deal 1d8+3d6+3 points of fire damage on a direct hit, its splash damage would be 7 points of fire damage). This splash damage can be reduced by half with a successful reflex save with aDC of 10+1/2 level+int bonus. An alchemical gunslinger can craft a number of temporary explosive rounds for free equal to their class level + Intelligence modifier per day requiring only one minute of concentration and access to an alchemical laboratory. Once crafted these rounds expire and become useless after 24 hours.  They may also create permanent explosive rounds which require a full hour of work at an alchemical lab, 150 gp per 1d6 damage of the round, and a Craft alchemy DC of 20+4 per 1d6 extra damage the round deals beyond the first. Regardless of the nature of the round only an alchemical gunslinger is considered proficient with these rounds, anyone else using them takes the -4 penalty as well as increases their misfire chance by 4. If fired from agun with the scatter weapon quality this treats the entire area of the scatter cone as the area of the blast.

 

Alchemical assault (Ex):  The alchemical gunslinger adds their intelligence bonus to the damage for any firearm or alchemical weapon attack they make. This bonus can is also applied to splash damage but not ability damage. If they are firing a alchemical or explosive round this applies only once to either the item's damage or the weapons, the attacker's choice.  Additionally if they fire an alchemical round created using their increased firepower ability they may add their intelligence to any save DC or skill check DC required by the shot.

Stimulant: Taking a hit of this powerful chemical provides a +4 alchemical bonus to dexterity and the benefit of the improved initiative feat for 10 minutes per level. It also causes a -2 penalty to wisdom for the same duration. While under the effects of the stimulant the Alchemical gunslinger is immune to sleep effects, fatigue and exhaustion and cannot sleep even if they wish to. Stimulant takes 1 hour to brew and the alchemical gunslinger can have only one dose of it prepared at once and cannot prepare a new one if the old one's effect is still active. Anyone can benefit from the alchemical gunslinger's stimulant.

Discovery: At 2nd level and every 2 levels thereafter the alchemical gunslinger may select either a bonus combat feat or an alchemist discovery. In either case they must meet all the prerequisites of the chosen ability. The alchemical gunslinger may treat explosive ammunition as a bomb for the purpose of discoveries.

Medical delivery:  Upon reaching 3rd level the alchemical gunslinger learns to deliver helpful doses of medicine with their gun. When preparing an alchemical round they may choose to instead include a beneficial alchemical item or potion in the round instead of a harmful item. They may also choose for the projectile to no longer deal damage when it strikes a target, allowing them to deliver healing potions to their allies safely.

Nimble: Starting at 2nd level, an alchemical gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes them to lose her Dexterity bonus to AC also causes them to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Clearing round: Beginning at 5th level an alchemical gunslinger can use one oif their daily uses of crafting explosive rounds to instead create a clearing round. A clearing round is a special alchemical bullet that cleans the barrel of all debris and blockage while still delivering a powerful attack. A clearing round never has any misfire chance, and using it removes the broken condition and increased misfire chance caused by a gun misfiring. Additionally the next shot fired from the gun also has no misfire chance, even on a natural 1.

Quick crafting: Beginning at 7th level the Alchemical Gunslinger learns to craft alchemical items and ammunition, as well as repair their firearm, in half the usual time. This does not change the cost of doing so.

Quick thinking: Beginning at 9th level the Alchemical Gunslinger is ready for anything.  As a part of the initiative roll they may perform one of the following actions: Draw and drink a potion, (Or mutagen, cognatogen, drug, stimulant or the like), take a 5 ft step, draw a firearm, or load a firearm.

Potent stimulant: Beginning at 11th level the Alchemical Gunslinger improves the power of their stimulant. The concoction now grants +6 to dex instead of +4 and in addition to the previous benefits it bestows the imbiber with the benefits of a Haste spell for as long as the stimulant lasts.

Exsanguination round: Beginning at 13th level the Alchemical gunslinger can expend a daily use of explosive ammo to instead create an exsanguination round. This bullet it laced with a powerful anticoagulant and in addition to its normal damage it deals 1 bleed damage for every die of explosive round damage they would normally deal. Any attempt to stop this bleeding, whether the use of a heal check or magical healing to stop the bleeding requires either a heal check or a Caster level check respectively with a DC equal to the save DC of the explosive round ability. If a creature struck with this round has regeneration or fast healing, that ability is suppressed as long as the bleed damage lasts. If not treated magically this bleed damage lasts for 12 hours.  No alchemical item can stop this bleeding early.

Inured to Alchemy: Beginning at 15th level an Alchemical gunslinger is all but impervious to the harmful effects of alchemy. The Alchemical gunslinger reduces and damage taken from an alchemical item or poison by their constitution bonus. This applies regardless of what type of damage is inflicted, including ability damage or drain. Furthermore the Alchemical Gunslinger gains the Great Fortitude as a bonus feat.

Instant Armory: Beginning at 17th level the Alchemical gunslinger is able to craft alchemical items and explosive ammo as a full round action that provokes an attack of opportunity. They must still pay all costs involved and have access to ingredients.

Improved Stimulant: Beginning at 19th level the Alchemical Gunslinger's stimulant has reached perfection. The stimulant now grants a +8 bonus to dexterity and prevents the user from suffering any penalty for being at or below 0 hp. They may continue to fight and act normally until reaching negative hit points equal to twice their constitution score, at which point they are truly dead.

Ultimate Weapon: At 20th level the Alchemical Gunslinger has learned to harness their weapon making prowess to its highest level. They may now create a single round of ammunition that can gain benefit from two of the following abilities: Alchemical round, explosive round, medical delivery, clearing round, or exsanguinating round. They may also choose to apply the same ability twice.  This still uses all the required components and ability uses and the bullet itself still deals weapon damage only once and takes a full round action to craft.