Classes‎ > ‎Multiclass Archetypes‎ > ‎Alchemist‎ > ‎

Iron Bombardier (Alchemist/Gunslinger)

This content was created by the MultiClass Productions fan group.
Most alchemists have an affinity for things that go boom, thus, resulting in their innate ability to create bombs. However, there are those who strive to create truly spectacular explosions. Whether by luck or unfortunate happenstance, these fanatics stumble upon the secretive and perilous science of black powder firearms. Through ingenuity, trial and error, and invasive re-engineering they have merged these two eccentric streams of science into a deadly and volatile art form. Iron bombardiers utilize specially modified firearms to hurl bombs great distances, often devastating enemy forces and gaining them the esteem of fellow warriors. As ranged grenadiers and demolition specialists, the iron bombardier can be a force for good or ill, but nonetheless, one to be feared and respected. (Original Concept by Elghinn Lightbringer)

Primary Class: Alchemist.
Secondary Class: Gunslinger.
Alignement: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The iron grenadier may select three gunslinger skills to add to her class skills in addition to the normal alchemist class skills. The iron grenadier gains a number of ranks at each level equal to 4 + Int modifier.

Table: Iron Bombardier

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Alchemy, bomb 1d6, gunsmith, throw anything
2nd +1 +3 +3 +0 Bombardier, deeds, grit
3rd +2 +3 +3 +1 Bomb 2d6, swift alchemy
4th +3 +4 +4 +1 Discovery
5th +3 +4 +4 +1 Bomb 3d6, bombardier training 1
6th +4 +5 +5 +2 Deeds, rapid reload
7th +5 +5 +5 +2 Bomb 4d6
8th +6/+1 +6 +6 +2 Discovery
9th +6/+1 +6 +6 +3 Bomb 5d6, bombardier training 2
10th +7/+2 +7 +7 +3 Deadly range, deeds
11th +8/+3 +7 +7 +3 Bomb 6d6
12th +9/+4 +8 +8 +4 Discovery
13th +9/+4 +8 +8 +4 Bomb 7d6, bombardier training 3
14th +10/+5 +9 +9 +4 Deeds, double blast
15th +11/+6/+1 +9 +9 +5 Bomb 8d6
16th +12/+7/+2 +10 +10 +5 Discovery
17th +12/+7/+2 +10 +10 +5 Bomb 9d6, bombardier training 4
18th +13/+8/+3 +11 +11 +6 Deeds, instant alchemy
19th +14/+9/+4 +11 +11 +6 Bomb 10d6
20th +15/+10/+5 +12 +12 +6 Discovery, master bombadier

Weapon and Armor Proficiency

The iron grenadier is proficient with all simple weapons and bombs. The iron grenadier is proficient with light armor, but not with shields.


This is exactly like the alchemist ability of the same name, except that the iron bombardier cannot create extracts or mutagens, only mundane alchemist substances and bombs.


At 1st level, an iron bombardier gains one of the following firearms of her choice: blunderbuss, culverin, or dragon pistol. Her weapon is battered, and only she knows how to use it properly. All other creatures treat her firearm 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). The iron bombardier is also proficient with all firearms with that have the scatter quality, and gains Gunsmithing as a bonus feat. This ability replaces Brew Potions and mutagen.

Bombardier (Ex)

At 2nd level, an iron bombardier has learned to load bombs into the muzzle of a firearm that has the scatter quality and discharge them as projectile ammunition. She gains Bombardier as a bonus feat. This ability replaces discovery at 2nd level.


Beginning at 2nd level, an iron bombardier gains the gunslinger’s deeds ability. This ability replaces extracts. In addition, the iron bombardier swaps five deeds for the following deeds.

Vial Launcher: At 6th level, if the iron bombardier has at least 1 grit point, she can load and discharge 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone from her scatter quality firearm. The iron bombardier can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 her iron bombardier level + her Intelligence modifier when she launches the vial from her firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the firearm is a time-consuming process and requires 1 full-round action. If the weapon misfires while loaded with an alchemical substance, it detonates with the iron bombardier (and the firearm) as the target. This deed replaces the utility-shot deed.

Powder Burns (Ex): At 6th level, when an iron bombardier successfully hits an adjacent foe with a ranged firearm attack, she may spend 1 grit point to deal an additional 1d6 points of fire damage from the muzzle flash of her weapon. The target must also make a Reflex save (DC 10 + 1/2 the iron bombardier’s level + the iron bombardier’s Intelligence modifier) or catch on fire. This deed replaces the pistol whip deed.

Directed Blast (Su): At 10th level, an iron bombardier’s bomb detonates so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the iron bombardier and extends away from her in the direction she chooses. The iron bombardier designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the iron bombardier has the explosive bomb discovery and discharges an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This deed replaces the startling shot deed.

Staggering Blast (Ex): At 14th level, whenever an iron bombardier scores a successful critical hit with a bomb discharged from her firearm, she can spend 1 grit point to cause the creature directly struck by that bomb to become staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this deed stack with the frost bomb discovery’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration. This deed replaces the bleeding wound deed.

Shell Shock (Ex): At 18th level, when an iron bombardier hits a creature with a bomb discharged from her firearm, she can spend 2 grit points to cause the creature to become dazed for 1 round and deafened until the condition is removed. The creature must make a Fortitude saving throw (DC 10 + 1/2 the iron bombardier’s level + the iron bombardier’s Intelligence modifier). If the creature succeeds, it avoids the dazed effect and is only deafened for 2d6 minutes. If the creature fails, it is also confused for 1d4+1 rounds. Creatures that are immune to critical hits are also immune to this effect. This deed replaces the menacing shot deed.

Grit (Ex)

At 2nd level, an iron bombardier gains the gunslinger’s grit ability. This ability replaces poison use.


This is exactly like the alchemist ability of the same name, except that the iron bombardier gains a discovery at 4th level and every four levels thereafter. Any discovery chosen by the iron bombardier that applies to bombs, also applies to bombs discharged from a firearm that has the scatter quality.

Bombardier Training (Ex)

Starting at 5th level, an iron bombardier increases her skill with firearms that have the scatter quality. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a firearm that has the scatter quality, the misfire value increases by 2 instead of 4.

Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls with a firearm that has the scatter quality increases by +1. At 13th level, an iron bombardier never misfires with a firearm that has the scatter quality. This ability replaces discoveries gained at 6th, 10th, 14th, and 18th level.

Rapid Reload (Ex)

At 6th level, an iron bombardier gains Rapid Reload as a bonus feat. This feat applies only to her firearm chosen at 2nd level. This ability replaces swift poisoning.

Deadly Range (Ex)

At 10th level, whenever an iron bombardier uses a bomb or a firearm that has the scatter quality, the splash radius of the bomb and the range of the firearm increase by 5 feet. At 16th level, the bomb’s splash radius and the firearm’s range increase by 10 feet. This ability replaces poison resistance.

Double Blast (Ex)

At 14th level, as a move action, an iron bombardier can load both normal ammunition (pellets or a bullet) and a bomb into a firearm with the scatter quality. As a standard action, the iron bombardier can make a single attack at her highest attack bonus that discharges both forms of ammunition as one. A bullet attack uses the single attack roll against a single target as normal, while the pellets scatter shot is resolved normally at a –2 penalty to her attack rolls against all targets within it cone, but uses the single attack roll against the initial target of her attack. This ability replaces persistent mutagen.

Master Bombardier (Ex)

At 20th level, an iron bombardier can generate a searing explosion of flame. Once per day, an iron bombardier can create a bomb (either thrown or loaded into a firearm that has the scatter quality) that detonates in a 20–foot radius spread, and deals 15d6 points of fire damage + additional damage equal to the iron bombardier’s Intelligence modifier to every creature within the area. Unattended objects also take this damage. The blast sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fiery blast may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other explosive effect does. Those caught in the blast can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the iron bombardier’s level + the iron bombardier’s Intelligence modifier. This ability replaces grand discovery.