Detonator Mage (Magus/Alchemist)

Certain magical soldiers devote themselves to warfare; not to the sword, but to explosives and all manner of volatile substances. With an admirable (or perhaps cautious) sense of self-sacrifice, the detonator mage sports the alchemist’s talent for blasting through foes, while possessing an inner powder keg of volatile magical prowess that swells and grows until it culminates in the ability to unleash it in a single explosive blast. Detonator mages have a knowledge of alchemical substances, weaponry, and spells, making them a truly powerful and versatile in combat. (Original Concept by Lindley Court)

Primary Class: Magus.

Secondary Class: Alchemist.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The detonator mage may select three alchemist skills to add to his class skills in addition to the normal magus class skills. The detonator mage gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The detonator mage is proficient with all simple and martial weapons, bombs, and with light armor, but not with shields.

Alchemy (Su): At 1st level, a detonator mage gains the alchemist’s ability to create mundane alchemical substances such as alchemist’s fire and smokesticks. When using Craft (alchemy) to create an alchemical item, a detonator mage gains a competence bonus equal to her class level on the Craft (alchemy) check. In addition, a detonator mage can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check. This ability replaces cantrips.

Conflagragen (Su): At 1st level, a detonator mage discovers how to create a conflagragen, mutagen-like mixture that he can imbibe in order to enhance his naturally occurring volatile energies. It takes 1 hour to brew a dose of conflagragen, and once brewed, it remains potent until used. A detonator mage can only maintain one dose of conflagragen at a time—if he brews a second dose, any existing conflagragen becomes inert. As with a bomb, a conflagragen that is not in a detonator mage’s possession becomes inert until a detonator mage picks it up again.

Once a detonator mage brews a conflagragen, it’s a standard action to drink it. Upon being imbibed, the conflagragen causes the arcane energies within the detonator mage to surge, granting him resist fire 10 and a fire aura that deals 1d6 points of fire damage to any creature that make a successful melee attack against him for 10 minutes per detonator mage level. While the conflagragen is in effect, the detonator mage gains vulnerability to cold. When the duration of a conflagragen ends, it results in a fiery blast in a 5-foot-radius spread that deals 1d6 points of fire damager per level of the detonator mage (maximum 5d6). A detonator mage can choose to end his conflagragen as a standard action at anytime, prior to its expiration. Any creature that takes damage from the fire aura or is caught in the blast of an expired conflagragen can make a Reflex saving throw (DC 10 + 1/2 the detonator mage’s level + the detonator mages Intelligence modifier) for half damage.

A non-detonator mage who drinks a conflagragen must make a Fortitude save (DC 10 + 1/2 the detonator mage’s level + the detonator mages Intelligence modifier) or become nauseated for 1 hour—a non-detonator mage can never gain the benefit of a conflagragen, but a detonator mage can gain the effects of another detonator mage’s conflagragen if he drinks it. (Although if the other detonator mage creates a different conflagragen, the effects of the “stolen” conflagragen immediately cease.) The effects of a conflagragen do not stack. Whenever a detonator mage drinks a mutagen, the effects of any previous conflagragen immediately end. The infuse mutagen discovery and the persistent mutagen class ability apply to conflagragens. The detonator mage may also select the Greater Conflagragen and Grand Conflagragen discoveries (see below). This ability replaces spell combat.

Munitions Pool (Su): At 1st level, a detonator mage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and create explosive effects. This munitions pool has a number of points equal to 1/2 his detonator mage level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the detonator mage prepares his spells.

At 1st level, a detonator mage can expend 1 point from his arcane pool to create an arcane bomb. Arcane bombs are unstable, and if not used in the round they are created, they are wasted. Spending the point, creating, and throwing an arcane bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a detonator mage’s arcane bomb inflicts 1d6 points of fire damage + additional damage equal to the detonator mage’s Intelligence modifier. The damage of a detonator mage’s bomb increases by 1d6 points at 4th level and every three detonator mage levels thereafter (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a detonator mage’s arcane bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the detonator mage’s level + the detonator mage’s Intelligence modifier. An arcane bomb otherwise functions as an alchemist’s bomb.

At 3rd level, a detonator mage can expend 1 additional munitions point when creating an arcane bomb as a swift action to grant it a +1 enhancement bonus. For every five levels beyond 3rd, the bomb gains another +1 enhancement bonus, to a maximum of +4 at 18th level. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: corrosive, corrosive burst, flaming, flaming burst, frost, icy burst, shock, shocking burst, or thundering.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties can only be added to an arcane bomb, but duplicates do not stack. If the bomb is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the munitions pool point is spent and cannot be changed until the next time the detonator mage uses this ability. These bonuses do not function if the arcane bomb is wielded by anyone other than the detonator mage.

A detonator mage can only enhance one arcane bomb in this way at one time. If he uses this ability again, the first use immediately ends. This ability modifies the magus’s arcane pool and replaces improved spell recall, knowledge pool, improved spell recall.

Explosive Spellstrike: This is exactly like the magus’s spellstrike ability, except that the when a detonator mage casts a spell with the range of “touch”, he choose to deliver the spell by making a successful ranged attack with his arcane bomb instead, and only affects the target of the bomb.

Magus Arcana: This is exactly like the magus ability of the same name, except that a detonator mage may select an alchemist bomb discovery in place of a magus arcana. At 6th level, a detonator mage may select an alchemist extract discoveries in place of a magus arcana.

Intrinsic Rupture (Su): At 8th level, a detonator has learned to blend his prowess with explosives with his natural arcane might. As a swift action, a detonator mage can expend 1 point from his munitions pool to increase the range of his arcane bomb’s range to 30 feet and its damage area to include all creatures within 5 feet of the target. In addition, a detonator mage may expend 2 additional munitions points to apply a second bomb discovery to his arcane bombs. This ability replaces improved spell combat.

Greater Intrinsic Rupture (Su): At 14th level, a detonator mage can expend 1 point from his munitions pool to increase the range of his arcane bomb’s range to 40 feet and its damage area to include all creatures within 10 feet of the target. In addition, a detonator mage can expend 2 additional munitions points to apply a third bomb discovery to his arcane bombs. This ability replaces greater spell combat.

True Detonation (Su): At 20th level, a detonator mage’s volatile energies reach their pinnacle. The detonator mage gains fire immunity. In addition, as a standard action, a detonator mage can expend 4 munitions points to gather the volatile energies within him and release it in a fiery blast that erupts from his body. Once the munitions points are expended, the detonator mage can immediately trigger the explosion, or delay it for up to 4 rounds, at which time it is released. This blast is similar to the fireball spell, except that it detonates in 40-foot-radius spread that deals 20d6 points of fire damage (Reflex save for half damage). Using this ability is physically taxing, causing the detonator mage to become fatigued for 2d6 rounds. If the detonator mage uses this ability while fatigued, he immediately becomes exhausted and takes 1 point of temporary Constitution damage. This ability replaces true magus.

NEW DISCOVERIES

The following new discoveries may be selected only by the detonator mage multiclass archetype.

Grand Conflagragen (Su): The detonator mage’s conflagragen now grants fire resistance 30, his fire aura deals 32d6 points of fire damage, and his fiery blast deals 1d6 points of fire damager per detonator mage level (max 15d6) in a 20-foot-radius spread. The detonator mage gains vulnerability to cold as long as the conflagragen persists. A detonator mage must be at least 16th level and have the greater conflagragen discovery to select this discovery.

Greater Conflagragen (Su): The detonator mage’s conflagragen now grants fire resistance 20, his fire aura deals 2d6 points of fire damage, and his fiery blast deals 1d6 points of fire damager per detonator mage level (max 10d6) in a 10-foot-radius spread. The detonator mage gains vulnerability to cold as long as the conflagragen persists. A detonator mage must be at least 12th level and have the conflagragen class feature to select this discovery.

Table: Detonator Mage