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Firearms and the Black Powder Alchemist

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The Dark Golden Age uses the default Emerging Guns campaign model.  Guns and blackpowder was unheard of before the Collapse.  Now with magic becoming less and less commonplace, there are some who turn to the destructive power of alchemical explosives. 

The Black Powder Alchemist (Archetype)

An alchemist who studies the destructive power of black powder and develops deadly weapons.  The black powder alchemist gains the following class features:

Knowledge: Engineering: The black powder alchemist replaces Knowledge: Nature with Knowledge: Engineering

Gunsmithing: The black powder alchemist gains the Gunsmithing feat at 1st level.  This replaces swift alchemy.

Firearm Proficiency: The black powder alchemist gains Exotic Weapon Proficiency: Firearms.  This replaces poison use.

Extracts:  The black powder alchemist adds the following extracts to his extract book: 1st-fabricate bullets and stabilize powder; 2nd - thunder fire and ricochet shot; 3rd - flash fire; 4th - named bullet; 5th - energy siege shot; 6th - greater named bullet.  This replaces poison resistance +2-+6 and posion immunity. 

Siege Weapon Master: The black powder alchemist gains the Siege Engineer feat at 6th level. He does not have to meet the rperequisites. This replaces swift poisoning.

Discoveries:  The following discoveries compliment the black powder alchemist: Explosive Missle, Siege Bomb, Strafe Bomb, Smoke Bomb, and Inferno Bomb


Still thinking

I've been thinking about it since you posted it. Something is bothering me about it, but I'm not quite sure what yet :/ When I figure it out, I'll post.

Is there a way to choose between throw anything and gunsmithing?

If they are the kind of blackpowder alchemist, they should keep the Throw Anyting to throw grenados or something. Their bombs just work a little different.


I think the gunsmithing feat should be reserved for the gunfighter class as a default, but let the alchemist choose it as an option of course.


You could set this up like

You could set this up like the Ranger, basically give the players a choice of abilities at a certain level.  The Ranger does this with his combat styles, I am thinking you could do the same thing here to determine the characters focus.

mikeb's picture

First, great job! I think

First, great job! I think this is usable right out of the box. What made you go with Emerging Guns instead of Very Rare Guns (with tweaks)? I suppose EG can still have a feel more like VRG.

I'm kinda with Rob. Rather than gaining gunsmithing completely, what about being able to use Bomb usages to craft ammunition? Here's the craft ammunition snippet from gunsmithing:

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Maybe every d6 of bomb damage of the converted bomb usage pays for 50gp of powder or cartridges and can be created using an alchemists' lab.

I smell a pirate character

I smell a pirate character coming on.