The Gun Alchemist

Making a Gun Alchemist
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.
Alignment: Any.
Starting Gold: 5d4 x 10gp.
Starting Age: As Rogue.
Table: The Gun Alchemist--------------------------------------------------------------------Hit Die:d8
LEVEL | BAB | Fort | Ref | Will | Special |
LVL01 | +0 | +0 | +2 | +0 | Bonus Feat, Cast Alchemical Round, Bond with Alchemist's Pistol |
LVL02 | +1 | +0 | +3 | +0 | Reinforcing Runes |
LVL03 | +2 | +0 | +3 | +0 | Cast Castor Bullet |
LVL04 | +3 | +0 | +4 | +0 | Bonus Feat |
LVL05 | +3 | +0 | +4 | +0 | |
LVL06 | +4 | +2 | +5 | +2 | |
LVL07 | +5 | +2 | +5 | +2 | Fast Movement +5 |
LVL08 | +6/+1 | +2 | +6 | +2 | Bonus Feat |
LVL09 | +6/+1 | +3 | +6 | +3 | |
LVL10 | +7/+2 | +3 | +7 | +3 | |
LVL11 | +8/+3 | +3 | +7 | +3 | Fast Movement +10 |
LVL12 | +9/+4 | +4 | +8 | +4 | Bonus Feat |
LVL13 | +9/+4 | +4 | +8 | +4 | |
LVL14 | +10/+5 | +4 | +2 | +9 | |
LVL15 | +11/+6/+1 | +5 | +9 | +5 | Fast Movement +15 |
LVL16 | +12/+7/+2 | +5 | +10 | +5 | Bonus Feat |
LVL17 | +12/+7/+2 | +5 | +10 | +5 | |
LVL18 | +13/+8/+3 | +6 | +11 | +6 | |
LVL19 | +14/+9/+4 | +6 | +11 | +6 | Fast Movement +20 |
LVL20 | +15/+10/+5 | +6 | +12 | +6 | Bonus Feat |
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff, Climb, Concentration, Craft (small arms), Craft (Alchemy), Diplomacy, Hide, Intimidate, Jump, Knowledge (arcane), Listen, Move Silently, Perform, Profession, Spot, Swim.
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 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.
Table: Alchemic Rounds
LEVEL | Type | Craft DC | Bonus Damage | Required Materials |
LVL01 | Fire/cold | 12 | +1d6 fire/cold | 1 flask of Alchemists Fire/1 Coldstone |
LVL02 | Holy/Unholy | 15 | +1d4 holy/unholy | 1 flask of holy/unholy water |
LVL03 | Sonic | 18 | +1d6 sonic | 1 thunderstone |
LVL05 | Electric | 21 | +1d6 electric | 1oz. acid |
LVL08 | Acid | 24 | +1d6 acid | 1 flask of chosen acid |
LVL11 | 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.
Table: Pistol Upgrades
Hardness | Cost |
1-4 | 100gp |
5-8 | 250gp |
9-12 | 450gp |
13-16 | 700gp |
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 2/3rds 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 rounds the extra damage is also 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 (6 bullets) 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. 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, and a type 18 round would deal 30 damage to the pistol. 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 dealt to the pistol that round, making firing two or more consecutive castor rounds a dangerous prospect. Also firing a castor round is difficult to do as the kickback from the weapon is massive. After each castor round is fired all other attacks from that gun hand in a given round receive a -5 penalty.
Table: Castor Rounds
Level | Round Type | Alchemy DC | Bonus Damage | Materials | Attack Bonus |
3rd | Type 1 | 15 | 1d4 | Copper | +0 |
- | Type 2 | 18 | 2d4 | Copper | +0 |
- | Type 3 | 21 | 3d4 | Copper | +0 |
6th | Type 4 | 19 | 2d6 | Silver | +1 |
- | Type 5 | 22 | 3d6 | Silver | +1 |
- | Type 6 | 25 | 4d6 | Silver | +1 |
9th | Type 7 | 23 | 3d8 | Gold | +2 |
- | Type 8 | 26 | 4d8 | Gold | +2 |
- | Type 9 | 29 | 5d8 | Gold | +2 |
12th | Type 10 | 27 | 4d10 | Platinum | +3 |
- | Type 11 | 30 | 5d10 | Platinum | +3 |
- | Type 12 | 33 | 6d10 | Platinum | +3 |
15th | Type 13 | 31 | 5d12 | Mithral | +4 |
- | Type 14 | 34 | 6d12 | Mithral | +4 |
- | Type 15 | 37 | 7d12 | Mithral | +4 |
18th | Type 16 | 35 | 8d12 | Adamantine | +5 |
- | Type 17 | 38 | 9d12 | Adamantine | +5 |
- | Type 18 | 41 | 10d12 | Adamantine | +5 |
Bonus Feats: At the first level and every fourth level after the first, a Gun Alchemist gains an additional bonus feat from the following list: Combat Loading (Improved Combat Loading), Dodge (Mobility), Improved initiative, Point Blank Shot (Far Shot, Improved Precise Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Skill Focus (Craft (arms and armor), Alchemy), Weapon Focus (Pistol) (Weapon Specialization (pistol), Greater Weapon Focus (Pistol), Greater Weapon Specialization (pistol)).
Fast Movement: At 7th lvl and every four levels after 7th the gun alchemist gains a speed bonus of +5 ft.
The Gun Alchemist's Pistol: While the Gun Alchemist is capable of many spectacular feats with any firearm, he is most impressive when he holds a bonded Alchemist's Pistol in his hand. This is a very special sort of firearm. Every budding Gun Alchemist seeks to possess at least one of these weapons. Gun Alchemists who have polished their alchemic and firearm abilities, once bonded with their pistol, learn to treat the pistol as an extension of their own body. As the master's levels in the gun alchemist class increase, the alchemist's pistol also increases in power. Every two levels, the bonded pistol gains +1 to hardness (which stacks with all other hardness bonuses granted by this class) and +2 hit points. Additionally, the master gains special abilities when using his Alchemist's Pistol. In the case of a Gun Alchemist's Pistol taking damage, it requires a craft arms and armor check with a DC of 10 + class level to repair. As he increases in level, his weapon becomes stronger and more resilient, and is therefore increasingly difficult to repair if it does become damaged.
Table: Alchemist's Bounded Pistol Abilities
Level | Hardness | Hit Points | Special |
1-2 | +1 | +2 | Alertness |
3-4 | +2 | +4 | My little friend |
5-6 | +3 | +6 | Big Scary Gun +1 |
7-8 | +4 | +8 | Sighting Link |
9-10 | +5 | +10 | Call Pistol |
11-12 | +6 | +12 | Big Scary Gun +2 |
13-14 | +7 | +14 | Scry Pistol |
15-16 | +8 | +16 | - |
17-18 | +9 | +18 | Big Scary Gun +3 |
19-20 | +10 | +20 | - |
Alertness: Whenever a gun alchemist is in physical contact with his bound pistol, touching it with his hand, he gains heightened senses and is treated as if having the Alertness feat.
My little Friend: Whenever a gun alchemist attacks with his bound pistol he get his Charisma added to his attack. Also when it comes to bound pistols the Gun alchemist may draw two of them as a single move action. If he has the Quick Draw feat he may do so as a free action.
Big Scary Gun: A Gun Alchemist's weapon is intimidating to his foes, making it harder for them to hit him. At fifth level a Gun Alchemist gains a +1 to his armor class. This increases at level 11 to +2, and then to +3 at level 17.
Sighting Link: A Gun Alchemist's bond with his pistol is a unique and spiritual one, crossing over to the supernatural. By concentrating (DC 20), a gun alchemist can instead see out of the sights of his weapon, as if looking right out of the barrel of the pistol. This ability allows the Gun Alchemist to preform some extremely impressive trick shots, such as shooting behind him or around corners with no loss of accuracy. Using this ability is a move action and negates all but 100% miss chance. It also allows the Gun Alchemist to fire around his own 100% cover as long as he is adjacent to a square with 0% cover.
Call Pistol: Upon reaching level 9, a Gun Alchemist can will his pistol to his hand. The pistol must not be gripped by anyone, so that it may fly free to it's master. Secondly, the gun alchemist must be able to see the bonded pistol to call it to him. This is equivalent to a move action to preform, or a free action if the Gun Alchemist has the Quick Draw feat.
Scry Pistol: At level 13, a Gun Alchemist can scry (as the spell) on his pistol once per day. This is a spell-like ability requiring no material components or focus that allows the gun alchemist to see and hear his bonded pistol and its surroundings if they are ever separated. It has a casting time of 1 full round.
Notes
For reference Ive found the price of materials to make the bullets:
Pound of Material | Cost | Price Per Bullet |
Lead | 5 Copper | 0.2 Copper |
Copper | 5 Silver | 2 Copper |
Silver | 5 Gold | 2 Silver |
Gold | 24 Gold | 1 Gold |
Platinum | 240 Gold | 10 Gold |
Mithral | 500 Gold | 20 Gold |
Adamantine | 2500 Gold | 104 Gold |
Woodland Gunner

The Woodland Gunner is a cross between a ranger and a d20 gunslinger.
Alignment: Any
Hit Die: d8
Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Bullet), Craft(firearm), (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points as first level: (6 + Int Modifier) x4
Skill Points at each level: (6 + Int Modifier)
Level | Base Attack Bonus | Base Saves | Special |
1 | +1 | +2/+2/+1 | 1st Favored Enemy, Track, Close Combat Shot |
2 | +2 | +3/+2/+2 | Rapid Shot |
3 | +3 | +3/+2/+2 | Quick Draw, Weapon Focus |
4 | +4 | +4/+4/+2 | Animal Companion, Wild Empathy (Companion) |
5 | +5 | +4/+4/+3 | 2nd Favored Enemy |
6 | +6/+1 | +5/+5/+3 | Two Weapon Fighting |
7 | +7/+2 | +5/+5/+4 | Defensive Position |
8 | +8/+3 | +6/+6/+4 | Swift Tracker |
9 | +9/+4 | +6/+6/+4 | Evasion, Lightning Shot |
10 | +10/+5 | +7/+7/+5 | 3rd Favored Enemy |
11 | +11/+6/+1 | +7/+7/+5 | Improved Precise Shot |
12 | +12/+7/+2 | +8/+8/+6 | Sharp-shooting |
13 | +13/+8/+3 | +8/+8/+6 | Camouflage |
14 | +14/+9/+4 | +9/+9/+7 | |
15 | +15/+10/+5 | +9/+9/+7 | 4th Favored Enemy |
16 | +16/+11/+6/+1 | +10/+10/+8 | Greater Weapon Focus |
17 | +17/+12/+7/+2 | +10/+10/+8 | Hide in Plain Sight |
18 | +18/+13/+8/+3 | +11/+11/+9 | |
19 | +19/+14/+9/+4 | +11/+11/+9 | Bullseye |
20 | +20/+15/+10/+5 | +12/+12/+10 | 5th Favored Enemy |
Class Features
All of the following are class features of the Woodland Gunner
Weapon and Armor Proficiency
Woodland Gunners are proficient with all Simple and Martial weapons, with Personal Firearms, and with Light Armor.
Favored Enemy
At 1st level, a Woodland Gunner may select a type of creature from the same as a Ranger's. The Woodland Gunner gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Woodland Gunner may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Woodland Gunner chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Woodland Gunner’s bonuses do not stack; he simply uses whichever bonus is higher.
Track
At first level, a Woodland Gunner gains Track as a bonus feat.
Close Combat Shot
At 1st level, a Woodland Gunner gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.
Rapid Shot
At 2nd level, a Woodland Gunner gains the Rapid Shot feat as a bonus feat, even if he does not have the normal prerequisites for that feat. The benefits of this feat apply only when he wears light or no armor. He loses all benefits of this feat when wearing medium or heavy armor.
Quick Draw
A Woodland Gunner gains Quick Draw as a bonus feat at 3rd level.
Weapon Focus
At 3rd level, a Woodland Gunner gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Woodland Gunner must choose a specific personal firearm.
The Woodland Gunner adds +1 to all attack rolls you make using the selected personal firearm.
Animal Companion
At 4th level, a Woodland Gunner gains an animal companion. This animal is a loyal companion that accompanies the Woodland Gunner on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the Woodland Gunner’s effective druid level is one-half his ranger level.
Wild Empathy (Companion)
A ranger can improve the attitude of his companion animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Two Weapon Fighting
At 6th level, a Woodland Gunner gains the Two Weapon Fighting feat as a bonus feat, even if he does not have the normal prerequisites for that feat. If the Woodland Gunner already has the two weapon fighting feat, then he gains the Improved Two Weapon Fighting feat.
As with Rapid Shot, the benefits apply only when he wears light or no armor. He loses all benefits when wearing medium or heavy armor.
Defensive Position
Starting at 7th level, the Woodland Gunner gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.
Swift Tracker
Beginning at 8th level, a Woodland Gunner can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion
At 9th level, a Woodland Gunner can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Woodland Gunner is wearing light armor or no armor. A helpless Woodland Gunner does not gain the benefit of evasion.
Lightning Shot
Starting at 9th level, a Woodland Gunner can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Woodland Gunner may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
Improved Precise Shot
At 11th level, a Woodland Gunner gains the Improved Precise Shot feat as a bonus feat, even if he does not have the normal prerequisites for that feat.
As with Two Weapon Fighting and Rapid Shot, the benefits apply only when he wears light or no armor. He loses all benefits when wearing medium or heavy armor.
Sharp-Shooting
At 12th level, if the Woodland Gunner uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.
Camouflage
A Woodland Gunner of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Greater Weapon Focus
At 16th level, a Woodland Gunner receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus.
Hide in Plain Sight
While in any sort of natural terrain, a Woodland Gunner of 17th level or higher can use the Hide skill even while being observed.
Bullseye
At 19th level, Woodland Gunner becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the Woodland Gunner’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Woodland Gunner can spend 1 action point to deal +3d6 points of damage.
[/spoilerbutton]