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-foot 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 pyrotechnicist 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.
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 pyrotechnicist can cause a melee weapon he is holding to burst into