Pyrotechnician (Alchemist Archetype)

With a fizzle and a boom a pyrotechnician can set off fantabulous displays of light and sound. Masters of chemistry, pyrotechnicians have harnessed the art of the explosive and turned it into entertainment and artistic expression. Be they the ancient Chinese chemists with weapons designed to enthrall, terrify, and distract their enemies or mischievous fey with cartloads of firecrackers - pyrotechnicians are as audacious as they are deadly.

Base Attack Bonus: A pyrotechnician’s base attack bonus is equal to his pyrotechnician level.

Bombs (Ex): A pyrotechnician’s bombs are extraordinary, rather than supernatural. He may make these bombs at any time with ten minutes worth of work per bomb and the expenditure of 20gp worth of gunpowder per d6 points of damage that the bomb deals. These are treated as exotic weapons with which he is proficient. These bombs remain useable for up to 1 day per 4 pyrotechnician levels (minimum 1) and other characters may use them during this time.

This modifies the alchemist’s bombs class feature

Gunpowder Wizard (Su): A pyrotechnician may conjure an amount of magical gunpowder worth an amount of gp equal to 100 x his pyrotechnician level each day. This gunpowder disappears at the beginning of the next day.

This ability replaces mutagen and extracts.

Discovery (Ex): A pyrotechnician may only select from the following alchemist discoveries: Blinding BombUM, Concussive Bomb, Delayed Bomb, Demolition Charge, Fast Bombs, Force Bomb, Immolation BombUC, Inferno Bomb, Smoke Bomb, Precise Bombs, Sticky Bomb, Stink Bomb, Strafe Bomb, Explosive Bomb, Sunlight Bomb, Blinding Bomb, Underwater Demolition, Siege Bomb, Explosive Missile, Directed Bomb

In addition the pyrotechnician may select from the following new discoveries.

Note: What is that * for? Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

  • Concussion Resistance (Ex): The pyrotechnician gains a +2 bonus on saves vs sonic effects. In addition his fire resistance class feature now applies against sonic damage as well. The pyrotechnician must have the concussive bomb discovery to select this discovery.
  • Fascinating Bomb* (Ex): A fascinating bomb explodes in a fabulous display of light. Any creature that can see a fascinating bomb’s explosion must make a Will save (DC 10 + ½ pyrotechnician level + Intelligence modifier) or be fascinated for 1 round. This is a mind affecting effect. Creatures who have made their save against this ability are immune to this effect for 24 hours.
  • Rocket Bomb (Ex): Unlike other discoveries that affect bombs, you may apply this discovery to any sort of bomb you make, even one with another discovery. A rocket bomb files up to 200 feet before detonating.

This replaces the alchemist’s discovery class feature.

Fire Resistance (Su): At 2nd level the pyrotechnician gains fire resistance 5. At 5th level this improves to 10 and to 20 at 8th level. At 14th level all fire damage he takes is nonlethal fire damage.

This replaces all instances of the alchemist’s poison resistance class feature as well as his persistent mutagen.

Quick Worker (Ex): This ability functions as the alchemist’s swift alchemy class feature but only functions with explosives and fireworks, other than the ones created with his bomb class feature. If the explosive deals damage it deals an additional 2d6 points of damage. If the explosive relies on a save DC the DC becomes 10 + ½ pyrotechnician level + his Intelligence modifier. At 18th level this functions as instant alchemy and the explosive deals an extra 4d6 points of damage.

This modifies the alchemist’s swift and instant alchemy class features.

Evasion (Ex): At 2nd level and higher, a pyrotechnician can use his experience to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the pyrotechnician is wearing light armor or no armor. A helpless pyrotechnician does not gain the benefit of evasion.

This replaces the alchemist’s poison use class feature.

Hot Potato (Ex): At 6th level, the pyrotechnician may snag a thrown splash weapon out of the air with casual ease. This functions as the Deflect Arrows feat and Snatch Arrows feat, save that it only works with splash weapons. If the pyrotechnician has these feats already he may deflect one additional ranged attack per round.

This replaces the alchemist’s swift poisoning class feature.

Improved Evasion (Ex): At 9th level a pyrotechnician still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless pyrotechnician does not gain the benefit of improved evasion.

This replaces the alchemist’s poison immunity class feature.

Grand discovery (Su): At 20th level the pyrotechnician gains 2 additional discoveries and may select from one of the following grand discoveries.

  • BERTHA* (EX): The pyrotechnician may combine multiple bombs into a single devastating explosive. His bomb deals its full damage to all creatures in the area, however a Reflex save (DC 10 + ½ his pyrotechnician level + his Intelligence modifier) halves this damage for everyone but Bertha’s initial target. In addition when creating a bomb he may expend multiple uses of his bombs class feature to increase that bomb’s power. He may choose one effect for each bomb he expends in this manner. He cannot expend more the ½ his pyrotechnician level in bombs in this manner.
    • Increase the size of the die his bombs deal by 1 step (maximum 1d12).
    • Increase the size of his bomb’s explosion by 10 feet.
    • Apply another bomb discovery to Bertha’s effects.
  • JETPACK (EX): The pyrotechnician creates a jetpack; this occupies his shoulder slot and grants him a 200 foot fly speed. As as special full attack action the pyrotechnician may expend one use of his bombs class feature to move three times his fly speed in a straight line, making his attacks at any point during his movement.

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