Flameslinger (Gunslinger/Alchemist)

While those who handle firearms often focus on the bullet, others have a greater interest in the powder used to create them. Flameslingers have a penchant for pyrotechnics, using the basic fundamentals of incendiary chemistry to create a weapon capable of spouting flames with a simple pull of the trigger. While this weapon is simple and effective, in the hands of the flameslinger in becomes a versatile weapon used for crowd control and other practical applications. (Original Concept by Tyrannical)

Primary Class: Gunslinger.

Secondary Class: Alchemist.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The flameslinger may select three alchemist skills to add to her class skills in addition to the normal gunslinger class skills, one of which must be Craft (alchemy). The flameslinger gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The flameslinger is proficient with all simple weapons, all firearms, plus the battleaxe, greataxe, handaxe, machete, and short sword. She is also proficient with light and medium armor.

Flamethrower: This is exactly like the gunslinger’s gunsmith ability, except that a flameslinger gains one of the following firearms with the scatter quality instead: blunderbuss, culvern, or dragon pistol. However, this scatter firearm is specially altered to serve the purposes of a flameslinger, and loses the capability to use normal ammunition. Instead, the flameslinger can use a dose of alchemist fire or a mixture of gunpowder and keros oil (hereafter referred to as fuel) that creates a gout of flame that hits all creatures within the cone area of her chosen scatter firearm. The firearm is also capable of using alchemical cartridges, though only dragon’s breath and flare cartridges are affected by the flameslinger’s deeds.

Pyrotechnics (Ex): At 2nd level, a flameslinger learns how to craft pyrotechnics. This is exactly like the alchemist’s alchemy ability, except that the flameslinger may only create mundane alchemical substances from the oils and flammables categories, special equipment section, and alchemical weapons and weapon blanches. This ability replaces nimble +1.

Deeds: This is exactly like gunslinger’s ability of the same name, except that the flameslinger swaps eleven deeds for the following deeds. Any deed that duplicates the effects of a spell uses the flameslinger’s level as her caster level to determine its effects.

Flame Shield (Su): At 1st level, a flameslinger can spend 1 grit point as a standard action to use the heat vented from her flamethrower to create a barrier against fire- and cold-based attacks. This deed functions like the fire shield spell but only protects her from attacks directly in front of her. This deed replaces the gunslinger’s dodge deed.

Smokescreen (Ex): At 3rd level, a flameslinger can spend 1 grit point to vent his flamethrower firearm and blanket an area in thick smoke that hinders vision. This effect functions like the fog cloud spell, and uses the flameslinger’s level as his caster level to determine its effect. This deed replaces the pistol-whip deed.

Utility Shot (Ex): This is exactly like the gunslinger’s deed of the same name, except for the following changes.

Flash Fire (Ex): At 7th level, the flameslinger can spend 1 grit point and 1 dose of fuel to dazzle her opponents with a blinding flash. This functions as the flash fire spell, but any creature that is adjacent to the flameslinger when she uses this deed takes a –4 penalty on this saving throw. This deed does not affect the flameslinger. This deed replaces the targeting deed.

Immolate (Ex): At 7th level, a flameslinger can spend 1 point of grit and 1 dose of fuel to cause her target to catch fire (see rules for catching fire). This effect functions like the spontaneous immolation spell. This deed replaces the dead shot deed.

Overheat (Ex): At 7th level, a flameslinger can spend 1 grit point and 1 dose of fuel to focus a continuous hot flame and increase the environmental temperature in a 30-foot cone for 1 minute. In the initial round that the deed is used, the temperature in the cone increases to very hot (90° F). Any creature within the area must make a Fortitude saving throw (DC 15) or take 1d4 points of nonlethal damage. For each additional round the effect is maintained, the temperature increase.

In the second round, the area generates severe heat (110° F). Any creature within the cone during this round must make a Fortitude saving throw (DC 15, +1 for each previous check) or take 1d6 points of nonlethal damage.

In the third round (and each subsequent round thereafter), the area generates extreme heat (140° F). Any creature within the cone during this round must make a Fortitude saving throw (DC 15, +1 for each previous check) or take takes 1d6 points of fire damage (no save). For each minute a creature remains in the affected area, it must make an additional Fortitude saving throw. In addition, each creature must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or also take 1d4 points of nonlethal damage.

Any creature affected by this deed that is wearing heavy clothing or any sort of armor takes a –4 penalty on their saves. The deed can be maintained for additional minutes by expending additional grit points.

This deed requires a standard action to initiate, plus a swift action to maintain it for each additional round thereafter. This deed replaces the startling shot deed.

Liquid Fire (Ex): At 11th level, a flameslinger can spend 1 grit point and 2 doses of fuel to create a sheet of flame up to 40 ft. long or a ring of fire with a radius of 15 ft, with either form 20 ft. high. This effect otherwise functions as the wall of fire spell. This deed replaces the bleeding wound deed.

Back Blast (Ex): At 15th level, a flameslinger can spend 1 grit points and 2 dosed of fuel to create a build-up of pressure in her flamethrower and then release it in a devastating blast of flames that deals double damage and pushes the target back 5 feet. The flameslinger gains a +5 alchemical bonus to her CMB to make the knockback attempt. Performing this deed increases her misfire value by 2. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs. This deed replaces the slinger’s luck deed.

Meltdown (Ex): At 15th level, a flameslinger can spend 2 grit points and 2 dose of fuel create an intense flame that weakens the integrity of metal objects. This effect functions as the heat metal spell. Once the targeted metal object reaches the searing point, it gains the fragile quality and its hardness is reduced by 5. If the metal has a low melting point (such as lead, gold, copper, silver, and bronze), it melts instead. This deed replaces the menacing shot deed.

Roiling Flames (Ex): At 19th level, a flameslinger can spend 2 grit points and 4 doses of fuel to unleash a burst of deadly flames in an area she designates. This effect functions as the incendiary cloud spell. This deed replaces the stunning shot deed.

Incinerate (Ex): At 19th level, when a flameslinger scores a critical hit with her flamethrower, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the flameslinger's level + the flameslinger’s Dexterity modifier. On a failed saving throw, the target dies and its remains are reduced to smoldering ash and cinder. This is a death attack. Performing this deed does not allow the flameslinger to regain grit from confirming a critical hit or making a killing blow. This deed replaces the death’s hot deed.

Fire Resistance (Su): At 5th level, a flameslinger becomes resilient to heat and flame. She gains resist fire 5. Every four levels thereafter, this resistance to fire increases by 5, to a maximum of resist fire 20 at 17th level. This ability replaces gun training

Swift Pyrotechnics (Ex): At 6th level, a flameslinger can create alchemical weapons and volatile substances with astounding speed. It takes a flameslinger half the normal amount of time to create alchemical substances and weapons, and can apply weapons blanches and similar substances as a move action. This ability replaces nimble +2.

Honed Flamethrower (Ex): At 10th level, a flameslinger's scatter firearm gains a bonus equal to her Dexterity modifier on damage rolls when firing her firearm. Furthermore, when she misfires her scatter firearm, the misfire value of that firearm increases by 2 instead of 4. This ability replaces nimble +3.

Efficient Fuel (Ex): At 14th level, a flameslinger can fire her flamethrower twice per dose of fuel (excluding deeds that require fuel). This ability replaces nimble +4.

Instant Pyrotechnics (Ex): At 18th level, a flameslinger can create alchemical weapons and substances with almost supernatural speed. He can create any alchemical weapon or substance as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. This ability replaces nimble +5.

Table: Flameslinger