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Master Arsonist (Alchemist/Rogue)

This content was created by the MultiClass Productions fan group.
While most alchemists delve into the secrets of brewing magical liquids and mutagens, master arsonist focus on the creation of fiery bombs. Experts of crafting explosive and volatile substances, master arsonists possess an intimate knowledge of fire and its qualities. By borrowing from the talents and trap-savvy of the rogue, the master arsonist’s gains an understanding of the nature of fire and explosive forces unmatched by other alchemists. Over time, the master arsonist learns to perfect his bomb crafting skills to such a degree that he becomes resistant to its effects and can even create explosive traps that gout flame, blast holes in walls, or even slay an enemy outright. (Original Concept by Elghinn Lightbringer)

Primary: Alchemist.
Secondary: Rogue.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The master arsonist selects three rogue skills to add to his class skills in addition to the normal alchemist class skills. The master arsonist gains a number of ranks at each level equal to 6 + Int modifier.

Table: Master Arsonist

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialExtracts Per Day
1st+0+2+2+0Alchemy, bomb 1d6, fire trap, throw anything1
2nd+1+3+3+0Discovery, fire resistance 5, trapsmithing2
3rd+2+3+3+1Bomb 2d6, dastardly bombs, swift alchemy3
4th+3+4+4+1Discovery, explosive trap31
5th+3+4+4+1Bomb 3d6, fire resistance 1042
6th+4+5+5+2Discovery, swift trap43
7th+5+5+5+2Bomb 4d6, deadly trap431
8th+6/+1+6+6+2Discovery, fire resistance 15442
9th+6/+1+6+6+3Bomb 5d6543
10th+7/+2+7+7+3Careful disarm, discovery, fire resistance 205431
11th+8/+3+7+7+3Bomb 6d65442
12th+9/+4+8+8+4Discovery, trap master5543
13th+9/+4+8+8+4Bomb 7d655431
14th+10/+5+9+9+4Advanced talents, discovery55442
15th+11/+6/+1+9+9+5Bomb 8d655543
16th+12/+7/+2+10+10+5Discovery, launch trap555431
17th+12/+7/+2+10+10+5Bomb 9d6555442
18th+13/+8/+3+11+11+6Discovery, instant trap555543
19th+14/+9/+4+11+11+6Bomb 10d6555554
20th+15/+10/+5+12+12+6Grand trap555555

Weapon and Armor Proficiency: 

The master arsonist is proficient with all simple weapons and bombs, plus the hand crossbow, rapier, sap, shortbow, and short sword. A master arsonist is proficient with light armor, but not with shields.

Alchemy (Su): 

This is exactly like the alchemist ability of the same name, except that the master arsonist can only create mundane alchemical substances and bombs. A master arsonist cannot create extracts or mutagens.

Fire Trap (Su): 

At 1st level, a master arsonist learns to use his alchemical skills to create a fire trap (see Ranger’s Traps). A master arsonist can use this trap a number of times per day equal to 1/2 his master arsonist level + his Intelligence modifier (minimum 1). The DC for a master arsonist’s fire trap is equal to 10 + 1/2 the master arsonist’s level + his Intelligence modifier, and it lasts 1 day per two master arsonist levels. When a fire trap is triggered, it explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the master arsonist’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the master arsonist must use an explosive material such as alchemist’s fire when setting the trap. This ability counts as the create ranger traps ability for any rogue talents with that class feature as a prerequisite. This ability replaces brew potion and mutagen.


This is exactly like the alchemist ability of the same name, except that the master arsonist may only choose bomb discoveries and qualifies for any bomb discovery with Goblin as a prerequisite, regardless of the master arsonist’s actual race. In addition, whenever the master arsonist could choose a discovery, he can select a rogue talent that he qualifies for instead.

Fire Resistance (Su): 

At 2nd level, a master arsonist gains fire resistance 5. This resistance increases by five every three levels thereafter, up to fire resistance 20 at 11th level. This ability replaces poison resistance.

Trapsmithing (Ex): 

At 2nd level, a master arsonist gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his master arsonist level. A master arsonist can use Craft (traps) in place of Disable Device to disarm traps, including magical traps. This ability replaces poison use.

Dastardly Bombs (Ex): 

Starting at 3rd level, if a master arsonist can catch an opponent when she is unable to defend herself effectively from his bomb attack, she can make a combat maneuver against the target of her bomb attack. On a direct hit, the master arson can force the target of her bomb attack to become subject to one of the following combat maneuvers: bull rush, dirty trick, disarm, sunder, trip. The maneuver is chosen when the bomb attack is made. Any conditions imposed by a tricky bomb (such as being blinded with the dirty trick combat maneuver) last for 1+1d4 rounds. Only one combat maneuver can be applied to a single bomb attack. If the master arsonist has the Fast Bombs discovery, he can apply a combat maneuver to each bomb attack. This ability, explosive trap, deadly trap, careful disarm, trap master, and launch fire trap replace extracts.

Explosive Trap (Su): 

At 4th level, the master arsonist can create fire traps that explode like a bomb when activated. These explosive traps deal an additional 1d6 points of fire damage to the triggering creature, and splash damage to all creatures within 5 feet of the triggering creature on the first round. This damage is of the same type the fire trap normally deals. This additional damage increases by 1d6 points every 3 levels beyond 4th (7th, 10th, 13th, 16th, and 19th). In addition, a master arsonist can apply any discovery that changes the damage type of his bombs to his fire traps.

Swift Trap (Ex): 

At 6th level, a master arsonist can create a fire trap as a move action. This ability replaces swift poisoning.

Deadly Trap (Ex): 

Starting at 7th level, a master arsonist can create fire traps that deal precision damage instead of fire damage when activated. These deadly traps deal an additional 3d6 points of precision damage to the triggering creature. Deadly traps do not deal splash damage. This additional damage increases by 1d6 points every 3 levels beyond 7th (10th, 13th, 16th, and 19th).

Careful Disarm (Ex): 

At 10th level, whenever a master arsonist attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds double her Intelligence modifier to avoid the trap.

Trap Master (Ex): 

At 12th level, whenever a master arsonist disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires.

Advanced Talents: 

At 14th level, a master arsonist can choose an advanced rogue talent whenever he could choose a discovery, or when he selects the Extra Rogue Talent feat. A master arsonist adds the following rogue abilities to the list of advanced talents he may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A master arsonist must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the master arsonist must have evasion to select it. A master arsonist treats his level as his rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability he's chosen. This ability replaces persistent mutagen.

Launch Trap (Ex): 

At 16th level, a master arsonist can affix a fire trap to an arrow, crossbow bolt, 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 full-round 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 master arsonist 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. This ability also functions with the deadly trap ability.

Instant Trap (Ex): 

At 18th level, a master arsonist can create a fire trap as a swift action. This ability replaces instant alchemy

Grand Trap (Ex): 

At 20th level, a master arsonist’s fire trap becomes incredibly deadly. Each time a master arsonist’s fire trap deals
damage to the triggering creature, he can choose one of the following three effects:
The target can be...
  • put to sleep for 1d4 hours
  • paralyzed for 2d6 rounds, or
  • slain

When the fire trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A master arsonist can have only one trap affected by this ability active at any time. He may remove this ability from a bomb or trap at any range as a free action. This can also be applied to the master arsonist’s deadly trap ability.
Alternatively, a master arsonist’s fire trap can be improved to duplicate the effects of a fireball spell once per day. This effect supersedes the normal effects of a fire trap and cannot be enhanced with one of the three effects listed above. This ability replaces grand discovery.


The following alchemist discoveries complement the Master Arsonist multiclass archetype: Acid Bomb*, Delayed Bomb*, Demolition Charge#, Directed Bomb%, Explosive Bomb*, Explosive Missile†, Fast Bombs*, Fire Brand±, Force Bomb*, Frost Bomb*, Immolation Bomb†, Inferno Bomb*, Precise Bombs*, Rocket Bomb±, Scrap Bomb±, Shock Bomb*, Strafe Bomb. (*Advanced Player’s Guide, Ultimate Magic, †Ultimate Combat, ±Advanced Race Guide, #Pathfinder Player Companion: Dungeoneer’s Handbook, %Pathfinder Player Companion: Magical Marketplace)

Rogue Talents: 

The following rogue talents complement the Master Arsonist multiclass archetype: camouflage, cunning trigger, quick disable, and quick trapsmith.

Advanced Talents: 

The following advanced rogue talents complement the Master Arsonist multiclass archetype: another day, evasion, frugal trapsmith, improved evasion, improved uncanny dodge, skill mastery, and uncanny dodge.