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