Gun Alchemist (3.5e Class)
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 Gun Alchemist
The Gun Alchemist is a master of combat with the rare and specially crafted pistol.
 Making a Gun Alchemist
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Abilities: A Gun Alchemist's most important attribute is charisma, followed by intelligence and dexterity. The former allows for better shooting while the latter allows for increased skill rolls in alchemy and crafting.
Races: Most Gun Alchemists are humans, though it is not uncommon to see gnome, dwarven, and even the rare elven Gun Alchemist.
Starting Gold: 5d4 x 10gp.
Starting Age: As Fighter.
|1st||+1||+0||+2||+2||Bonus Feat, Cast Alchemical Round, Bond with Alchemist's Pistol|
|3rd||+3||+1||+3||+3||Cast Castor Bullet|
|7th||+7/+2||+2||+5||+5||Fast movement +5|
|11th||+11/+6/+1||+3||+7||+7||Fast movement +10|
|15th||+15/+10/+5||+5||+9||+9||Fast movement +15|
|19th||+19/+14/+9/+4||+6||+11||+11||Fast movement +20|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Gun Alchemist.
Weapon and Armor Proficiency: The Gun Alchemist is proficient with all simple weapons, short bows and guns. They are also proficient in light armors, but not in shields.
Cast Alchemical Rounds: The first project a gun Alchemist works on are modified standard rounds which hold special elemental projectiles. There are six different types of elemental rounds; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Gun Alchemist can create holy and unholy water capsule rounds which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Gun Alchemist can craft 6 rounds of any one element and requires 6 ounces of lead and additional materials detailed in the following chart. Additionally, each hour requires a craft (Small Arms) DC check to successfully create. Failure results in the loss of all crafting materials.
|Level||Type||Craft DC||Bonus Damage||Required Materials|
|1st||Fire/cold||12||+1d6 fire/cold||1 flask of Alchemists Fire/1 Coldstone|
|2nd||Holy/Unholy||15||+1d4 holy/unholy||1 flask of holy/unholy water|
|3rd||Sonic||18||+1d6 sonic||1 thunderstone|
|5th||Electric||21||+1d6 electric||1oz. acid|
|8th||Acid||24||+1d6 acid||1 flask of chosen acid|
|11th||Poison||27||+poison||Chosen Poison (plus check for working with poison)|
Bond with Alchemist's Pistol: A Gun Alchemist is capable of bonding with the strange metals and runes used to create Alchemist pistols. Doing so takes a full day and uses up alchemical materials costing 100gp. The bonded weapon becomes an extension of the Gun Alchemist, and while many Gun Alchemists carry a second, third, or even fourth pistol, not all of them can bond to multiple Alchemist's Pistols. A gun mage can only bond to a number of Alchemist's pistols equal to his Charisma ability modifier.
Reinforcing Runes and Modifications: As a gun alchemist's ability begins to grow, he learns more of the mechanical techniques and arcane runes capable of reinforcing and strengthening the alchemist's pistol itself, allowing it to take more damage and withstand the stronger Castor rounds. For every day spent carefully modifying and carving runes into their alchemist's pistol, the gun alchemist can increase the pistol's hardness by 1 point to a max of 16. Each Alchemist's pistol the Gun Alchemist bonds with can only be modified to a bonus hardness equal to their Gun Alchemist's class level. For example, a fifth level Gun Alchemist can modify their pistol five times, adding +5 to it's hardness. This allows for a total hardness of 10 (base hardness) + 3 (class hardness bonus) + 5 = 18 hardness. The following table shows costs to upgrade, depending on how hard the pistol is.
Cast Castor Rounds: At 3rd level a Gun Alchemist gains the ability to craft special rounds which, through advanced alchemic processes, stores energy and explosive components that cause great deals of damage. There are 18 types of rounds, each varies in power and build components. Each round takes an hour of undisturbed work to create and costs 2/3eds an ounce of the associated material (Roughly the weight of 2 coins, or about 24 measures in a pound of material). As the quality of each castor round improves, so does the material of which it is crafted from. Additionally, each round costs an additional 1 gold worth of lead and other materials required by the casting process. As the material each round is produced from improves, it improves the weapon bonus it receives in order to increase attack rolls as well as to bypass damage resistance. If a critical is made with a castor round the extra damage is not multiplied.
Creating Castor rounds is a very intensive process, requiring meticulous and detailed alchemic work. To create Castor rounds requires a high alchemy skill and a molding kit (50gp). Every hour spent consecutively working past the first requires a concentration check (DC: 12) or the crafter must pause in crafting for 24 hours to relax. Additionally, each hour past the first causes a -1 penalty to all ranged attacks (cumulative). These points are recovered at a rate of 1 per every 2 hours provided the Gun Alchemist is no longer crafting Castor rounds.
Further, firing a castor round is a harsh process on the pistol. Each round fired deals damage to the Alchemist's Pistol equal to 12 + it's type number. So, a Type 5 round would deal 17 damage to the pistol (12+5), and a type 18 round would deal 30 damage to the pistol (12+18). The Gun Alchemist can counteract this damage by modifying his pistol with the Reinforcing Runes and Modifications ability. With up-to-date reinforcement, a gun alchemist can keep his pistol in good condition, never taking damage when discharging castor rounds he made himself. This damage stacks with other damage delt to the pistol that round, making fireing two or more consecutive castor rounds a dangerous prospect.