Pyrotechnicist (Gnome, Alchemist Archetype)

While many gnomes have an affinity to alchemy and creating items of an alchemical nature, some utilize alchemical fire to cause their weapons to burst into tongues of flame and brew a special mutagen that allows them to erupt into a fiery blaze. Pyrotechnicists often use their fire to consume their foes, but they have also learned that it can protect, if properly controlled.

Class Features
The pyrotechnicist has the following class features.

Everburning Touch (Ex): Any weapon held by a pyrotechnicist is considered to be an everburning torch. It sheds light in a 20-foor radius but does not radiate heat or deal fire damage. In addition, a pyrotechnicist can cast spark as a spell-like ability at will. This ability replaces brew potion.

Extracts: A pyrotechicist adds additional spells to his list of extracts. If a particular spell’s function prevents it from being imbibed, the completed extract is instead thrown to the ground to create the desired effect. A pyrotechnicist add the following spells to his list of formulae at the indicated levels: 1st-level–produce flame, snapdragon fireworks; 2nd-level–fire’s friend, pyrotechnics, stoke the inner fire; 3rd-level–molten orb; 4th-level–wall of fire; 5th-level–fire snake; 6th-level–chains of fire.

Incendagen (Su): At 1st level, a pyrotechnicist discovers how to create a mutagen that he can imbibe to create shroud of flames that surrounds him and causes no harm to himself. It takes 1 hour to brew a dose of incendagen, and once brewed, it remains potent until used. A pyrotechnicist can only maintain one dose of incendagen at a time—if he brews a second dose, any existing incendagen becomes inert. As with an extract or bomb, an incendagen that is not in a pyrotechnicist's possession becomes inert until a pyrotechnicist picks it up again.

Upon being imbibed, the incendagen causes the pyrotechnicist to radiate heat and flames in his square. These flames deal 1d6 points of fire damage to anyone who makea melee attack against the pyrotechnicist, or takes damage from a successful melee attack made by the pyrotechnicist while the incendagen is in effect. Those affected by the flames must also succeed on a Reflex save or catch fire, taking 1d6 points of fire damage for an additional 1d4 rounds at the start of its turn. Affected creatures can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the pyrotechnic under the effects of an incendagen with natural weapons or unarmed attacks take fire damage as though hit by the pyrotechnicist and must make a Reflex save to avoid catching on fire.

A non-pyrotechnicist who drinks an incendagen must make a Fortitude save (DC 10 + 1/2 the pyrotechnicist's level + the pyrotechnicist's Intelligence modifier) or become nauseated for 1 hour—a non-pyrotechnicist can never gain the benefit of a incendagen, but a pyrotechnicist can gain the effects of another pyrotechnicist's incendagen if he drinks it. (Although, if another pyrotechnicist creates a different incendagen, the effects of the “stolen” incendagen immediately ceases.) The effects of an incendagen do not stack. Whenever a pyrotechnicist drinks an incendagen, the effects of any previous incendagen immediately end. This ability replaces mutagen.

Burning Weapon (Sp): At 2nd level, a pyrotechicist can cause a melee weapon he is holding to burst into flame as a standard action. Attacks made with the weapon deals 1d8 points of fire damage + 1 point per two pyrotechnicist levels (maximum +10). The flaming weapon can ignite combustible materials such as parchment, straw, dry sticks, and cloth. This effect lasts for 1 mintue per day equal to his pyrotechnicist level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. This ability replaces poison use.

Discovery: A pyrotechicist may select the new fiery trapsmith, grand incendagen, or greater incendagen discovery.

Fire Resistance (Ex): At 2nd level, a pyrotechnicist gains a +2 bonus against saving throws against heat and fire spells and effects. He also gains fire resitance 5. This bonus increases to +4 and fire resistance 10 at 5th level, +6 and fire resistance 15 at 8th level, and +8 and fire resistance 20 at 10th level. This ability replaces poison immunity.

Fireworks Expert (Ex): At 4th level, a protechnicist can create alchemical fireworks for 75% of their listed value. In addition, the pyrotechnicist is considered a goblin for the purpose of qualifying for the fire brand, rocket bomb, and scrap bomb discoveries. This ability replaces the discovery gained at 4th level.

Swift Ignition (Ex): At 6th level, a pyrotechnicist can use his burning weapon ability as a swift action. This ability replaces swift poisoning.

Explosive Touch (Ex): At 8th level, as a standard action, a pyrotechnicist can drop a special blend of explosive powders onto his burning weapon. His next successful melee attack with the burning weapon deals an additional 2d6 points of fire damage and sets the target on fire. This attack must be made within 1d4 rounds or the weapon prematurely explodes in flames at the end of the pyrotechnicist’s turn, dealing damage to the pyrotechnicist and setting him on fire. This ability replaces the discovery gained at 8th-level.

Fireworks Master (Ex): At 12th level, a protechnicist can create alchemical fireworks for 50% of their listed value. In addition, whenever he uses fireworks, he adds his Intelligence modifier to any damage dealt and doubes the duration of the fireworks effect. This ability replaces the discovery gained at 12th-level.

Conflagration (Su): At 14th level, while under the effects of his incendiagen, a pyrotechnicist can create a massive burst of raging flames, burning everything in the area. As a standard action, he can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyrotechnicist’s Intelligence modifier) for half damage. Using this ability immediately ends his incendagen, and he must imbibe another incendagen before he is able to use it again.


Table: Pyrotechnicist
Class
Attack
Fort
Ref
Will

Spells per Day
Level
Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+2
+0
Alchemy, bomb 1d6, everburning touch, incendagen,
throw anything 
1





2nd
+1
+3
+3
+0
Burning weapon, discovery, fire resistance +2 (5) 
2





3rd
+2
+3
+3
+1
Bomb 2d6, swift alchemy3





4th
+3
+4
+4
+1
Fireworks expert3
1




5th
+3
+4
+4
+1
Bomb 3d6, fire resistance +4 (10)4
2




6th
+4
+5
+5
+2
Discovery, swift ignition4
3




7th
+5
+5
+5
+2
Bomb 4d64
3
1



8th
+6/+1
+6
+6
+2
Explosive touch, fire resistance +6 (15)4
4
2



9th
+6/+1
+6
+6
+3
Bomb 5d65
4
3



10th
+7/+2
+7
+7
+3
Discovery, fire resistance +8 (20)5
4
3
1


11th
+8/+3
+7
+7
+3
Bomb 6d65
4
4
2


12th
+9/+4
+8
+8
+4
Master fireworks5
5
4
3


13th
+9/+4
+8
+8
+4
Bomb 7d65
5
4
3
1

14th
+10/+5
+9
+9
+4
Conflagration, discovery5
5
4
4
2

15th
+11/+6/+1
+9
+9
+5
Bomb 8d65
5
5
4
3

16th
+12/+7/+2
+10
+10
+5
Discovery5
5
5
4
3
1
17th
+12/+7/+2
+10
+10
+5
Bomb 9d65
5
5
4
4
2
18th
+13/+8/+3
+11
+11
+6
Discovery, instant alchemy5
5
5
5
4
3
19th
+14/+9/+4
+11
+11
+6Bomb 10d65
5
5
5
5
4
20th
+15/+10/+5  
+12
+12
+6       
Grand discovery5
5
5
5
5
5