Gunsmith Archetype
December 3, 2016 | Author: Renee Knipe | Category: N/A
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Gunsmith (Alchemist Archetype) Class Skills: Appraise (Int), Craft (Alchemy)(Int), Craft (firearms)(Int), Disable Device (Dex), Heal (Wis), Knowledge (Arcana)(Int), Knowledge (Engineering)(Int) Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha), Alchemy (Su): Instead of mutagens and bombs, Gunsmiths use their alchemical skills in other ways: To manufacture special explosive powders, to modify the weapons they use them in, and to invest powders with their magical formulate. Gunsmiths still use formulae, but instead of extracts, they create powders. A powder works exactly like an extract, except that if the powder is meant to affect someone other than the caster, it has to actually be applied to that target. Loosely thrown powder is a touch attack with an effective range of 10’. Powder in a vile is a touch attack with a normal throw range, and on a successful hit the vile will shatter and effect the target. In both cases, or on a miss, the powder may affect nearby (within 5’) targets; unwilling targets who are not the primary target can make a Reflex save to avoid the effect. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Powder Mixing (Su): At level one, a gunsmith can manufacture their own blackpowder. This powder is normal blackpowder in all ways, save that the gunsmith who mixed it gains a damage bonus equal to the INT modifier. Gunsmiths can learn new types of powder mixtures as discoveries (see below). Powder can be used in a single dose to pack a firearm, or in larger doses to create explosive powder kegs. You can mix a single dose as a swift action, and enough for a tiny bomb-like powder keg as a standard action (that provokes an attack of opportunity). A tiny powder keg is a weapon treated in exactly the same way as an alchemist’s bomb; it does the same damage with the same area of effect, with the same Save rules. A single dose can be used as packing in a firearm, adding the gunsmith’s Int modifier to the damage done, plus any discovery effect carried by the powder itself (see below). Such powders can be used by non-gunsmiths, but are extremely dangerous. Using a firearm packed with gunsmith powder increases the misfire value by 4, and it only takes one misfire to cause the firearm to explode. A gunsmith’s powder keg in the hands of a non-gunsmith is a thrown weapon with a misfire value of 5. This ability replaces Bomb. Exotic Weapons, Firearm (Ex): At 1rst level, gunsmiths receive Exotic Weapons (Firearm) as a bonus feat.
Gunsmithing (Su): At 1rst level, the Alchemist learns how to modify any handgun so he can use it with no chance of a misfire. Modifying a weapon takes a day, and requires a workspace and materials equal to the value of the cost of the weapon being modified. Only the gunsmith benefits from the weapons’ modifications; anyone else trying to use it, including other gunsmiths, suffer from an increased misfire value of +4. Other modifications can be learned as discoveries. This ability replaces Mutagen. Rapid Reload (Ex): At 1rst level, gunsmiths receive Rapid Reload as a bonus feat. Choose either musket or pistol; a musket can now be reloaded as a standard action and a pistol as a standard action. This replaces Brew Potion. Discovery (Su): At 2nd level and every 2 levels thereafter (up to 18th), a gunsmith makes an incredible discovery. Unless otherwise noted, a gumsmith cannot select an individual discovery more than once. Some discoveries can only be made if the gunsmith has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify packings that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual packing. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the gunsmith's level + the gunsmith's Intelligence modifier. Blazing Shot/Keg*: The effects of the smoke created by an alchemist's bomb duplicate the effects of incendiary cloud, filling an area equal to twice the bomb's splash radius for 1 round per level. An alchemist must be at least 16th level to choose this discovery. To use it with shots he must possess the exploding shot. Combine powders: When the alchemist creates a powder, he can place two formulae into one extract. When a powder, both formulae take effect. This powder has a level two levels higher than the highest-level formulae placed in the extract. An alchemist must be at least 8th level before selecting this discovery. Delayed powder keg: The alchemist can place a keg so that it explodes a number of rounds after the alchemist ceases contact with the keg. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed keg, he can end the timer and prevent the keg's detonation. A delayed keg detonates immediately if any other creature attempts to touch or move it, or if the keg's contents are removed (such as if the keg breaks). The keg deals damage as if it scored a direct hit to any creature in the square with the keg when it detonates, and splash damage to all adjacent creatures as normal. An alchemist cannot have more than one delayed keg at one time. If he creates another delayed keg, the previous keg becomes inert. Dispel magic can neutralize a delayed keg, as can a successful Disable Device check (DC equals 10 + the alchemist's level + the alchemist's Intelligence modifier). An alchemist must be at least 8th level before selecting this discovery.
Boomstick: This discovery modifies your gun to cause a deafening boom at the time it is fired. A target within the first range increment, and everyone with 5’ of them, must make a Fortitude save. Anyone failing the save has the deafened condition inflicted upon them for one minute. You must be 6th level to select this discovery. Frost Shot/Keg*: When the alchemist creates a packing, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost shot are staggered on their next turn unless they succeed on a Fortitude save. Increased Range: This gun modification increases your range increment by 10’. This discovery can be taken multiple times. Madness shot/keg: The alchemist's attacks do more than sear flesh—they sear the mind. A creature that takes a direct hit takes damage from the attack plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by a keg by 2d6 (so a keg that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead); reduce the damage done by a gunshot to its minimum amount. The amount of Wisdom damage dealt by this attact is reduced by 1 for each madness attack that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An alchemist must be at least 12th level before selecting this discovery. Multishot: This gun modification allows you to pack a firearm in such a way as to get extra attacks from it. For a full action, you can pack and fire a firearm to gain however many attacks your BAB will allow. Muzzle Flash: This discovery modifies your gun to cause a blinding flash at the time it is fired. A target within the first range increment, and everyone with 5’ of them, must make a Reflex save. Anyone failing the save has blinded condition inflicted upon them for one minute. You must be 12th level to select this discovery. Scattershot: This gun modification discovery gives your shots the same explosive quality as your kegs, including splash damage. Shredder: This is a gun modification. On a successful hit, the target gains the bleed condition. They will lose 1d6 hit points each round. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. This discovery can be taken multiple times to stack the bleeding effect. You must be level 12 to take this feat. Sights: This is a gun modification. It provides +1 to your critical confirmation rolls. This discovery may be taken multiple times. Stopping Shot/Keg*: When the alchemist creates a packing, he can choose to have it inflict force damage. Stopping shots deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a stopping shot are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.
Cauterize Wound (Ex): At 2nd level, a gunsmith can remove the bleeding condition by using a small dose of blackpowder to cauterize the wound. This is a move action that does trigger an attack of opportunity. This replaces Poison Use. Craft Magic Firearms (Ex): At 5th level the gunsmith gains a version of the Craft Magic Arms And Armor feat, applicable only to firearms, as a bonus feat. This ability replaces Swift Poisoning. Fire Resistance (Ex): At 5th level the gunsmith gains a +2 bonus on all saving throws against fire or burning effects. This bonus increases by +2 every five levels. This ability replaces Poison Resistance. Stable Powders (Su): At 14th level, the gunsmith’s powders retain their magical potency for a number of hours equal to his level. He can give them to others to use, or spread the powder over a surface and anyone who later touches it will trigger the formulaic effect. This replaces Persistent Mutagen. Grand Discovery (Su): At 20th level, the gunsmith makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work. Awakened Intellect: The gunsmith's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points. Fire Immunity: The gunsmith’s lifelong exposure to incendiary materials makes his body impervious to damage from heat and fire. Fast Healing: The alchemist's flesh responds to damage with shocking speed—he gains fast healing 5.
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