Character Options
Class Options
Alchemist Discovery: The Alchemist's Gun
Class Options
Alchemist Discovery: The Alchemist's Gun
The alchemist stepped into the firelight, brandishing the cold hard steel of a firearm.
Rath, who normally always maintained composure, screamed to his companions... "Look out! He's packing heat!"
Class Features Modifications
Alchemist's Gun: The Alchemist discovers how to make firearms that will work with his magical abilities as well as the formula for the powder that charges them. These weapon has no moving parts and requires a gemstone of at least 50 gp value (per barrel, See Multishot below) as part of it's construction in order to function. The weapon is triggered by an Alchemist's magic and will not function for non-Alchemists or Alchemists that have not made this discovery.The Alchemist gains proficiency with the weapon, though not with other firearms (if available). The Alchemist may add his Intelligence modifier to damage with these weapons. Any feats that would be compatible with firearms will be compatible with these weapons.
Crafting the weapon is done with Craft (Alchemy) and has a DC 25. See table below for costs. Having the appropriate Craft (Weapons) skill will give a +5 to the roll to create.
The statistics for the weapons that the Alchemist may create are as follows:
| Name | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type |
|---|---|---|---|---|---|---|---|
| Palm Gun |
150 gp |
1d6 |
1d10 |
x3 |
25 |
1 lb. |
Bludgeoning |
| Hand Gun |
200 gp | 1d8 | 2d6 | x3 | 50 |
2 lbs. |
Bludgeoning |
| Carbine | 250 gp | 1d8 | 2d6 | x3 | 75 | 3 lbs. | Bludgeoning |
| Long Gun | 300 gp | 1d10 | 2d8 | x3 | 100 | 5 lbs. | Bludgeoning |
Reloading an Alchemist's gun is a standard action that provokes attacks of opportunity. You may not discharge more than one alchemist's gun at a time (see Multishot below), even if holding one in each hand. These weapons may be made masterwork.
An alchemist may create a number of charges, powder and ammunition, equal to his level per hour with a successful Alchemy roll of 15, increasing by 5 for each hour's worth of ammunition the Alchemist wishes to create without at least 24 hours between them (i.e. the first hour is 15, the second 20, the third 25). These charges will only work in an alchemist's gun, but they do not lose their potency and once created may be stored indefinitely before use. Each shot cost's 5 sp in materials.
Because of the nature of the weapon, it will never misfire.
The Following Discoveries all require that you have the Alchemist's Gun discovery first.
Bank Shot: You develop bullets that retain enough hardness to bounce off of surfaces (like metal or stone) and retain their effectiveness. This allows you to bank a shot off of one extra surface, two at 8th level, three at 13th level or above. You take a -2 to hit penalty for each surface bounced off of. At the GM's discretion, this may allow you to negate a target's shield or concealment bonuses.
Cartridge: The Alchemist's ammunition is now compacted into a solid mass, wrapped in paper. These make loading a barrel on the Alchemist's gun a swift action.
Elemental Shot: The alchemist may apply certain effects that would normally be applied to bombs to his Alchemist's Gun ammunition. These are chosen at the time the ammunition is prepared; unlike other Alchemist's Gun ammunition, these become inert 24 hours after creation.
The Alchemist must first have the listed discovery before he can apply it to his ammunition. The discoveries that may be applied are: Acid Bomb, Concussive Bomb, Dispelling Bomb, Force Bomb, Frost Bomb, Inferno Bomb and Shocking Bomb. The extra effects still only effect the target.
Magnum: Your ammunition for the Alchemist's gun is now more efficent and your gun now does damage as if it were the next size category up. This combines with all other Alechmist Gun related discoveries, except where noted.
Multishot: You may discharge more than one alchemist's gun at a time. This allows you to do a few different things.
You may make alchemist's guns with more than one barrel. These will allow you to discharge one shot from each barrell without reloading or discharge all barrels in one weapon at once at a single target. The latter option, for each additional barrel fired, raises your to-hit to +2 and adds +X to your damage, where X is 1/2 the normal maximum damage of the weapon (For a Medium Hand Gun, this would be 6, for instance).
If you are firing two weapons, one in each hand, use the usual rules for dual weapons. One could conceivably discharge multiple barrels on multiple weapons, provided the total number is within what the alchemist can command at once.
This discovery cannot be taken until 6th level. At 8th you may have 3 barreled weapons and at 12th level and above, you may have up to four barrels on a weapon. Any number may be fired in a single attack. If attempting to fire an Alchemist's gun with more barrels than you can command, all shots will always be fired but with modifiers to hit or damage.
An Alchemist's Gun must be constructed with multiple barrels; they cannot be added in retrofit. Each additional barrel adds a cost to the weapon equal to the cost of the weapon with one barrel. Each barrel requires it's own charge of powder and is a standard action to load.
Scatter Shot: The alchemist can create shots that fire a cone of multiple projectiles. These shots have 1/4 range, do 1/2 damage to anything in that area that fails a reflex save. This may be combined with Peircers.
Sniper Shot: The Alchemist may prepare rounds that have double range. These combine with Piercers and Bank Shots. This may not be taken before 8th level.
Launcher: The Alchemist may place a Bomb to the end of the barrel of an Alchemist's gun and using a specially prepared shot (which does no damage if used without a bomb), launch the Bomb at up to 1/2 the weapons range. This may be combined with Sniper Shot, but not any other Alchemist Gun related discovery. If fired from an Alchemist's gun with multiple barrels, you may only fire the barrel with the Bomb attached.
Note, the Bomb is held there by the Alchemist's magic and not by any mechanical means. If the weapon is dropped, then the bomb will fall off. There's a 50% chance it will also detonate on hitting the ground.
Peircers: You develop bullets that are more effective at penetrating armor. You may prepare individual shots that have a crit of x3/18-20 and damage type P.
Author's Note: This started out as a desire to play an arcane gunslinger of some sort. I just recently was introduced to Pathfinder and this is my first attempt at house rules for the game. I envisioned these discoveries as being used in an environment that already had firearms of some sort.
| Additional Ratings |
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| Balance: |
( 17 Votes ) |
| Utility: |
( 12 Votes ) |
| Clarity: |
( 12 Votes ) |
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