Kemmers in the Cloven Lands!
Getting by in a non-magical, uncivilized land is hard, and life in Nor-Du-Mag, the magic-dead Cloven Lands west of The Middle Kingdoms is doubly so. Making life a little easier (or harder for others, as the case may be) are the deadlands kemmers, non-magical alchemists that make fire and ice, and have most of the firearms of The Deadlands. It is unlikely that a kemmer would prosper outside Nor-Du-Mag, but their increased martial prowess serves them fine within their harsh homelands. Enjoy the deadlands kemmer, I got a real Mad Max, the Road Warrior feel from the archetype.
Deadlands Kemmer (Alchemist Archetype)
Deadlands kemmers (a local term for “alchemist”) are prized members of any clan in Nor-du-Mag, the Cloven Lands, as they fill the vacuum left by the absence of magic in the departments of healing, area damage and other conveniences. Smarter than average half-ogres and ogrillons usually fit the bill for ogre clans, though the business of kidnapping other clans’ proficient kemmers is a constant occurrence. Kemmers are skilled at making alchemical items out of the most base materials, though they usually have a base camp where a primitive lab is kept.
Class Skills: As they serve little purpose in the Cloven Lands, deadlands kemmers remove Fly, Knowledge (arcana), Spellcraft and Use Magic Device from their list of class skills. Deadland kemmers add Escape Artist, Intimidate, and Knowledge (engineering) to their list of class skills.
Weapon and Armor Proficiencies: Deadland Kemmers are proficient with light armor and hide armor (medium armor), and are proficient with one type of firearm (one or two-handed), they are not proficient with shields. They also gain proficiency with one martial weapon at 1st level, and gain proficiency with another martial weapon at 8th and at 15th level.
Field Alchemy (Ex): The signature weapons of a deadlands kemmer are their often rickety looking firearms, and thrown alchemical weapons, especially alchemist’s fire. Deadlands kemmers add their Intelligence modifier to the damage done by thrown alchemical weapons, and can, with a full-round action, concoct a container (it need not be glass) of acid, alchemist’s fire, or liquid ice, if the make a successful Craft (alchemy) check. This may be done a number of times per day equal to their alchemist level plus their intelligence modifier. A deadlands kemmer must successfully forage for materials every day that they make alchemical items, making a DC 15 Survival check in the wilderness.
This replaces bombs.
Guns in the Wasteland: At 1st level, a deadlands kemmer starts play with one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, 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). The gunslinger also gains Gunsmithing as a bonus feat.
This replaces brew potion and the use of alchemy extracts.
Exceptional Mutagen (Ex): Deadlands kemmers may use mutagens as other alchemists, but their mutagens are Exceptional, not Supernatural, and provide only half the bonus as appropriate.
Deadlands Discoveries: Only the following discoveries can be chosen by a deadlands kemmer. All discoveries that have the word ‘bomb’ in them only apply to thrown mundane alchemical items such as acid, alchemist’s fire or liquid ice. All effects are (Ex) effects.
Feral mutagen, greater mutagen, grand mutagen, healing touch, lingering plague, lingering spirit, malignant poison, mummification, preserve organs, purging mutagen, spontaneous healing.
Grease bomb, greater plague bomb, plague bomb, poison bomb, stink bomb, smoke bomb.