Experimental Gunsmith

System: Pathfinder | SRD | Type: Subclass (Archetype) of Gunslinger

The experimental gunsmith is obsessed with creating the ultimate firearm, and is willing to take risks to work the kinks out of her design. An experimental gunsmith has the following class features.

Class Abilities

Experimental Firearm (Ex) (addition)

At 1st level, an experimental gunsmith begins play with an experimental firearm. This acts as the gunslinger’s gunsmith ability, but the firearm the experimental gunsmith begins with has one innovation (see below). Further, the experimental gunsmith 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). This ability otherwise works like the standard gunslinger’s gunsmith and Gunsmithing abilities and replaces those abilities.

Innovations (Ex) (addition)

An experimental gunsmith starts play with one innovation she can make to her experimental firearms, selected from the list below. This innovation is a radical change to the typical design of a firearm, and comes with both additional benefits and noteworthy drawbacks. The experimental gunsmith can maintain only one experimental firearm modified with one or more innovations, as it requires constant adjustments and much of her time is spent maintaining the weapon. If the experimental gunsmith takes the Gunsmithing feat, she can create other firearms using a single innovation she knows (or add one innovation to an existing firearm), 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 gunsmith 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 firearms, each innovation is treated as the masterwork weapon quality (with a value of 300 gp). At 5th level, and every four levels after that (9th, 13th, and 17th level), the experimental gunsmith 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 gunsmith gains an innovation, she may immediately apply it to her experimental firearm. Once an innovation has been selected, it cannot be changed. This ability replaces gun training. Expanded Capacity : The experimental gunsmith increases her firearm’s 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, and its misfire value increases by 1 (this is in addition to any misfire increase if the weapon is made with the Gunsmithing feat). Expanded Chamber : The experimental gunsmith’s firearm has a muc

Source: Advanced Race Guide pg. 34

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