Gun Chemist (Alchemist Archetype)

Source: The Player's Guide to Skybourne


The secrets of gunpowder are known to only a few; some learn its secrets from old texts and ancient traditions, while others seek to recreate the technology themselves.

Gunsmith: A gun chemist gains Gunsmithing as a bonus feat. This replaces throw anything.

Gun Technician: A gun chemist gains proficiency with all firearms, and gains a number of bonuses as he gains levels.

At 1st level, he gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he 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).

In addition, he gains a grit pool as the gunslinger class feature. The number of grit points the gun chemist gains each day and his maximum grit are based on his Intelligence modifier rather than his Wisdom modifier.

This replaces bombs.

Chemist Deeds: A gun chemist gains the same deeds as a gunslinger, with the following exceptions:

  • Tactical Aim (Ex): At 1st level the gun chemist can spend 1 grit point to gain a bonus on a firearm attack roll equal to his Intelligence modifier (minimum: 1). This replaces gunslinger’s dodge.
  • Calculated Shots (Ex): At 3rd level, the gun chemist can spend a point of grit as a swift action to gain a bonus to damage rolls equal to his Intelligence modifier (minimum 1) with all firearm attacks he makes until the end of his turn. This replaces gunslinger’s initiative.
  • Surprise Explosion (Ex): At 3rd level as a standard action, a gun chemist may tamper with a piece of firearm ammunition and throw it at a target within 10 ft., detonating it in its face. This costs 1 grit point, but does not provoke an attack of opportunity. The target must pass a Reflex save (DC 10 + 1/2 the gun chemist’s alchemist level + his Dexterity modifier) or suffer 1d6 fire damage and be blinded and deafened for 1 round. This replaces pistol-whip.
  • Explosive Shot (Su): At 7th level as a standard action, the gun chemist may spend a point of grit to tamper with a piece of ammunition, load it into a firearm he is wielding, and make an attack with that firearm. If the attack hits the intended target (the intended target can be a square or inanimate object) the shot explodes, dealing an additional 1d6 fire damage for every odd alchemist level the gun chemist possesses (4d6 at 7th level, 5d6 at 9th level, etc.). In addition, the shot deals splash damage equal to the shot’s minimum extra damage (as if each die had rolled a ‘1’) to all creatures within 5 ft of the target. If the attack misses, the shot becomes inert and does not explode. The gun chemist may select alchemist discoveries that alter the damage and effect of bombs such as shock bomb or acid bomb, and apply these effects to his explosive shot. This deed cannot be used with scatter weapons. This damage is not multiplied on a critical hit. This Replaces dead shot.
  • Explosive Blast (Su): At 15th level, the gun chemist can use their explosive shot deed, but with a scatter weapon. This creates a cone of fire; in addition to the effect of the scatter shot itself, all creatures within the area of the scatter shot suffers the explosive shot damage, whether or not they are struck by the scatter weapon. Creatures are allowed a Reflex save (DC 10 + 1/2 the gun chemist’s alchemist level + his Dexterity modifier) for half damage. This replaces evasive.
  • Poison Shots (Ex): At 15th level, when applying poison to a piece of firearm ammunition, the gun chemist may spend a point of grit to apply a different dose of the same poison to a multiple pieces of firearm ammunition at once, up to his Intelligence modifier. This replaces menacing shot.
  • Snipe (Ex): At 15th level, when firing a firearm, the gun chemist may spend grit points to decrease the range penalty, if any. For every grit point spent, the range penalty decreases by 4. This does not cause the gun chemist to resolve the long-range shot as a touch attack. This replaces slinger’s luck.
  • Alchemist’s Missile (Su): At 19th level as a full-round action, the gun chemist may spend a grit point to empower a shot as if using the Explosive Shot or Explosive Blast deed, except the bonus damage is doubled. This replaces cheat death.

Grit Discovery: A gun chemist may select Extra Grit and Grit Feats as alchemist discoveries.

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