Experimental munitionists use technological advancement and mechanical sciences in order to become truly revolutionary soldiers. Through continuous tinkering on a personal experimental weapon, the experimental munitionist can create a devastating handheld machine that's customized to his needs, allowing for versatile and deadly effects unlike any other. (Original Concept by Tyrannical)
Primary Class: Gunslinger.
Secondary Class: Investigator.
Hit Dice: d8.
Bonus Skills and Ranks: The experimental munitionist may select three investigator skills to add to her class skills in addition to the normal gunslinger class skills. The experimental munitionist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The experimental munitionist is proficient with all simple and martial weapons, with all types of firearms, and with light armor, but not with shields.
Deeds: An experimental munitionist swaps ten deeds for the following deeds.
Quick Repair (Ex): At 1st level, as a standard action, an experimental munitionist can remove the broken or timeworn glitch condition from a single weapon he is currently wielding. She must have at least 1 insight point to perform this deed. Alternatively, if the she spends an additional 1 insight point to perform this deed, she may do so as a move action. This deed otherwise functions as and replaces the quick clear deed.
Studied Strike (Ex): At 1st level, an experimental munitionist may add 1d6 of additional damage to her target by spending a round studying her opponent. She spends 1 insight point studying the target followed by 1 additional insight point when she makes the attack. This damage is preicision damage. At 4th level and every three levels thereafter, this damage increases by an additional 1d6, to a maximum of 7d6 points of damage. Once a creature has been the target of a studied strike deed, that creature is immune to that experimental munitionist’s studied strike deed for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability. This deed replaces the deadeye deed.
Swift Engineering (Ex): At 3rd level, buy spending 1 insight point, an experimental munitionist can create mechanical and technological items with astounding speed. It takes an experimental munitionist half the normal amount of time to create technological or mechanical items. This deed replaces the gunslinger’s initiative deed.
Utility Shot (Ex): This is exactly like the gunslinger deed of the same name, except for the following change. The experimental munitionist removes the stop bleeding aspect of the utility shot and instead gains the following.
Heavy Weaponry (Ex): At 7th level, as long as the experimental munitionist has at least 1 insight point, she can treat a light siege weapon or heavy weapon as a firearm for the purpose of using deeds. At 15th level, she may use firearms one size category larger with no penalty, but must still have at least 1 insight point. This deed replaces the dead shot deed.
Fully Automatic (Ex): At 11th level, an experimental munitionist can spend 2 insight points to expend all her ammo or charges in her experimental weapon to release a breath weapon either in a 60-foot line (non-scatter weapons only) or 30-foot cone (scatter weapons only). Each target can only be hit once, and the maximum number of targets she can affect is equal to her remaining ammunition or charges. This deed replaces bleeding wounddeed.
Jury-Rigging (Ex): At 11th level, if the experimental munitionist rolls a misfire or glitch with her experimental weapon, she can spend 1 insight point to keep the weapon from exploding, though it retains the broken or timeworn condition. This deed otherwise functions as and replaces the expert loading deed.
Lightning Reload (Ex): This functions as the gunslinger’s deed of the same name, except that it also applies to any related innovations or means of charging her experimental weapon.
Explosive Recovery (Ex): At 15th level, when an experimental munitionist's weapon is about to explode due to a misfire, glitching, or damage, she can hurl the weapon at any foe within 20 feet as a swift action to deal 3d6 fire damage (or any other energy type of the weapon) as if it were a splash weapon. This deed replaces the menacing shot deed.
Overcharge (Ex): At 19th level, an experimental munitionist can spend 2 insight points to load ten doses of black powder or units of charge into her experimental weapon to make a devastating overcharge attack. Preparing an overcharge requires the target to be studied (as the studied strike deed) and the weapon freshly loaded with powder or charge. She can then fire a shot with so much explosive force it acts as a ranged bull rush and sunder attack, dealing 10d6 damage to the target or object. Once fired, the experimental weapon acts as if it has been targeted by the heat metal spell, and cannot be fired until cooled. This deed replaces the stunning shot deed.
Experimental Weapon (Ex): At 1st level, an experimental munitionist begins play with an experimental weapon. This weapon may be a firearm (blunderbuss, musket, or pistol) or a technological firearm (autograpnel, dart gun, stun gun). Her starting weapon is battered if she chooses a firearm or timeworn if she choose a technological firearm, and only she knows how to use it properly. All other creatures treat her 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). Further, the experimental munitionist is treated as having the Gunsmithing feat, but only in regard to his beginning firearm (or the construction of a replacement firearm of the same design, if the original is lost).
In addition, an experimental munitionist is highly trained in the creation of mundane mechanical items and experimental weapons. When using the Craft (mechanical) or Craft (traps), she gains a competence bonus equal to her class level on the skill check. In addition, she can use Craft (mechanical) or Craft (traps) to identify magical mechanical devices and weapons as if using detect magic. This ability replaces gunsmith.
Insight (Ex): An experimental munitionist is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An experimental munitionist typically uses these powers to accomplish deeds, but can also use these flashes of inspiration in other situations. The experimental munitionist has an insight pool equal to 1/2 her experimental munitionist level + her Intelligence modifier (minimum 1). Unlike a gunslinger, an experimental munitionist does not regain insight, but otherwise uses insight as a gunslinger spends grit to accomplish her deeds. An experimental munitionist's insight pool refreshes each day, typically after she gets a restful night's sleep.
In addition, as a free action, she can expend one use of insight from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An experimental munitionist can only use insight once per check or roll. The experimental munitionist can use inspiration on any Appraise, Disable Device, Knowledge (engineering), or Use Magic Device skill checks without expending a use of insight, provided she's trained in the skill.
Insight can also be used on attack rolls and saving throws, at the cost of expending two uses of insight each time from the experimental munitionist's pool. In the case of saving throws, using insight is an immediate action rather than a free action. This ability replaces grit.
Trapfinding (Ex): At 2nd level, an experimental munitionist gains the investigator’s trapfinding ability. This ability and trap sense replace nimble.
Trap Sense (Ex): At 5th level, an experimental munitionist gains the investigator’s trap sense ability. She gains a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 9th level and every four levels thereafter, these bonuses increase by 1 (to a maximum of +5 at 20th level).
Innovations (Ex): At 2nd level, an experimental munitionist can make upgrades to her experimental weapon. These innovations are a radical change to the typical design of her experimental weapon, and comes with both additional benefits and noteworthy drawbacks. The experimental munitionist can maintain only one experimental weapon modified with one or more innovations, as it requires constant adjustments and much of her time is spent maintaining the weapon. If the experimental munitionist takes the Gunsmithing feat or the Craft Technological Arms and Armor feat, she can create other experimental weapon using a single innovation she knows (or add one innovation to an existing experimental weapon), though such weapons become unreliable over time. The misfire value of such weapons increases by 1 for each week after its creation, although the experimental munitionist can return the misfire rate to normal by spending 1 day maintaining the weapon and spending 50 gp in raw materials. For the purposes of crafting such weapons, each innovation is treated as the masterwork weapon quality (with a value of 300 gp).
At 4th level, and every two levels after that (6th, 8th, and so on), the experimental munitionist learns one additional innovation from the list below. These represent constant and increasingly skilled tinkering with a single firearm in her possession, and when the experimental munitionist gains an innovation, she may immediately apply it to her experimental weapon. Once an innovation has been selected, it cannot be changed.
An experimental munitionist can choose from the following innovations.
Amazing Insight (Ex): When using insight, the experimental munitionist rolls a d8 instead of a d6. At 20th level, the experimental munitionist rolls 2d8 and adds both dice to the result. The experimental munitionist must be at least 8th level to select this innovation.
Bayonet Socket (Ex): The experimental munitionist can affix a bayonet socket to the end of her experimental weapon's barrel (or one barrel if it has more). At first, she may only use the bayonet weapon, though from 6th level she may use any suitable light melee weapon instead. At 10th level, she can modify the socket to replicate the head of any polearm, allowing her to treat the weapon as the intended polearm in melee.
Camouflage Device (Ex): The experimental munitionist can use the Stealth skill to make use of a camouflaging device. This device allows him to hide in any location so long as he stands still, even if it does not grant cover or concealment. He may use this device a number of rounds per day equal to his experimental munitionist level + Intelligence modifier. The experimental munitionist must be at least 11th level to select this innovation.
Chemical Crafter (Ex): The experimental munitionist can extend her bonuses to crafting to affect Craft (alchemy) in addition to her other crafting skills.
Enhanced Camouflage (Ex): The experimental munitionist can use his camouflage device even when moving at half his base speed without penalty. When he stands still and uses the camouflage device, he is completely invisible as if under the effects of the invisibility spell. The experimental munitionist must have the camouflage device innovation and be at least 16th level to select this innovation.
Expanded Capacity (Ex): The experimental munitionist increases her experimental weapon's ammo or charge capacity by one (generally by adding another barrel, depending on the weapon's design). She also increases its weight by 50%. Because of the complexity of increasing its capacity, her weapon is more prone to misfire or glitching, and its misfire or glitch value increases by 1.
Flamethrower (Ex): Through a series of upgrades, the experimental munitionist can graft a small flame propellant system into her experimental weapon. she may chamber one dose of alchemist's fire, kerosene oil or similar fuel to make a cone attack from the barrel of her gun, inflicting 1d8 damage to all foes within a 15ft cone of her. Targets who fail to defend against the attack then catch on fire (see rules for catching on fire). At level 15, this damage becomes 3d6 and spreads to a 30ft cone. The experimental munitionist must be at least 10th level to select this innovation.
Grapple Launcher (Ex): The experimental weapon includes a special set of rails that allows her to slide a grappling hook over the barrel and fire it as a full-round action. The grappling hook anchors into anything she successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to her attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the experimental weapon, reducing its range increment by 50%.
Grenade Launcher (Ex): By making a few upgrades to her vial launcher, the experimental munitionist can allow it to store explosive ordinance such as fuse grenades, pellet grenades, and technological grenades. The experimental munitionist must be at least 12th level and have the vial launcher innovation to select this innovation.
Gun Training (Ex): The experimental munitionist gains the gunslinger’s Gun Training ability, but she can also choose to have it effect a light siege weapon or technological weapon of her choice in place of a firearm. The experimental munitionist must be at least 6th level to select this innovation. This innovation may be selected again 12th and 18th level.
Knowledgeable Insight (Ex): The experimental munitionist can use her insight on all Knowledge checks without expending uses of insight, provided she's trained in the skill.
Launch Trap (Ex): The experimental munitionist can affix a ranger trap to an arrow, crossbow bolt, one-handed firearm bullet, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the experimental munitionist had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. If the experimental munitionist selects this innovation, she also gains the explosive missile alchemist discovery for the purpose of affixing bombs to similar ammunition in the same manner. Likewise, if the experimental munitionist has the explosive missile alchemist discovery, she also gains the launch trap innovation. The experimental munitionist must be at least 6th level to select this innovation.
Recoilless (Ex): The experimental weapon includes a series of gears, springs, and pistons designed to reduce its recoil and thus improve accuracy. The range increment of the weapon increases by 10 feet. However, the system is fragile, and easily damaged. Anytime the weapon misfires or glitches, this system becomes broken and does not function until the experimental munitionist spends 1 hour repairing it.
Remote Trigger (Ex): The experimental munitionist may, as swift action, set off any trap within 30 feet that he constructed. This innovation functions as the Remote Bomb feat if the experimental munitionist has the delayed bomb alchemist discovery.
Roguish Talent: The experimental munitionist may choose from the following rogue talents: black market connections, canny observer, combat trick, cunning trigger, disabling stunt, fast fingers, fast picks, last ditch effort, philologist, quick disable, quick trapsmith, trap spotter.
Scope: The experimental munitionist can upgrade her sight into a telescopic scope. The scope grants a 50% increase on fire range when aiming through it, but requires the experimental munitionist to lay prone or otherwise ensure her weapon remains immobile to make a shot with such distance, otherwise she can maintain the normal 25% bonus of a Sight. The experimental munitionist must be at least 10th level and have the sight innovation to select this innovation.
Sensor Evasion (Su): The experimental munitionist has mastered the art of evading technological and magical observation. She can use the Stealth skill against constructs and magical sensors (such as those created by arcane eye or clairaudience/clairvoyance) even while being observed. The experimental munitionist must have the camouflage device innovation and be at least 16th level to select this innovation.
Sight (Ex): The experimental munitionist can affix a small metal sight atop her experimental weapon, improving fire range by 25% and adds an additional 1d3 to attack rolls when using her weapon. The sight is fragile and can easily be damaged, breaking if a successful attack is made against the experimental weapon. The experimental munitionist must be at least 4th level to select this innovation.
Suppressor (Ex): By using a specially designed tube affixed to the end of the weapons barrel, the experimental munitionist can reduce the noise created by her experimental weapon. when fired, the weapon acts as if it is under the 'silence' spell, but any enemies within 30ft of the experimental munitionist can make a perception check to notice the faint noise. The suppressor limits sound, not sight, so any muzzle flash or other bright visual effects may still alert to the experimental munitionist's position if not careful. The experimental munitionist must be at least 4th level to select this innovation.
Tenacious Insight (Ex): When an experimental munitionist rolls her insight die, she can roll an additional insight die and take the higher result. The experimental munitionist must be at least 12th level to select this innovation.
Underworld Insight (Ex): The experimental munitionist can use her insight on Bluff, Disguise, Intimidate, or Sleight of Hand checks without expending uses of insight, provided she's trained in the skill.
Vial Launcher (Ex): The experimental munitionist adds a special tube onto her experimental weapon that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows her to channel the force of the weapon into this tube to launch the vial as a ranged attack with half the range increment of her firearm. The experimental munitionist 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 experimental munitionist 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 tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the experimental gunsmith (and the firearm) as the target.
Waterproof (Ex): The experimental munitionist's experimental weapon is able to withstand the effects of water. Any gunpowder, electrical parts, or other mechanisms are no longer affected by water damage, and are immune to rust from submersion.
This ability replaces bonus feats and gun training.
True Insight (Ex): At 20th level, an experimental munitionist picks one deed that she has access to and that she must spend grit to perform. She can perform these deeds for 1 use of insight fewer (minimum 0) than usual. If the number of uses of insight required to perform a deed is reduced to 0, the experimental munitionist can perform this deed as long as she has at least 1 use of insight remaining. If a deed could already be performed as long as she had at least 1 use of insight, she can now perform that deed even when she has no insight uses remaining.
In addition, whenever he expends insight on an ability check, attack roll, saving throw, or skill check, she adds 2d6 rather than 1d6 to the result. Some innovations can affect this. If using the amazing insight innovation, she rolls 2d8 instead. If using this with tenacious insight, underworld insight, or a similar innovation, she rolls two sets of insight dice and uses the higher of the two results. This ability replaces true grit.
Table: Experimental Munitionist