Advanced Race Guide Preview: Kill it With Fire!

Tuesday, May 1, 2012

Everyone knows goblins have an unnatural love of fire. They love to see it flicker and burn to the sounds of their enemies' screams. While goblin adventurers, in an effort to get along with other more squeamish races, may control their pyromaniac urgings, others learn to harness that power and focus it into devastating force.

Of course, since the goblin section of the Advanced Race Guide has plenty of options for fiery destruction, an alchemist archetype focusing on fire seemed like a good fit, so this week we present you with the fire bomber. As you'll notice from this archetype, there are many more options for goblin mayhem in this book, from a host of feats to some new discoveries, but you will just have to wait until the book comes out to check those out.

Fire Bomber (Alchemist)

Fire bombers are exceptionally good at using bombs to burn creatures and blow things up, but are not quite as good at creating other types of bombs or extracts. A fire bomber has the following class features.

Weapon and Armor Proficiency: A fire bomber treats torches as a simple weapon.

Illustration by Andrew Hou

Fire Bombardier (Su or Ex): At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist's bomb and throw anything abilities. This ability alters bomb and throw anything.

Bonus Feats: A fire bomber can select the Burn! Burn! Burn!, Fire Tamer, or Flame Heart feat in place of a discovery.

Fiery Cocktail (Su): At 4th level, whenever a fire bomber uses a discovery that deals damage other than fire damage, he can split the damage dice evenly between the bomb's primary damage type and 1d6 points of fire damage; when there is an odd number of damage dice, the odd die of damage comes from the primary damage type. For example, an 8th-level fire bomber could throw a concussive bomb that deals 2d6 points of fire damage and 3d4 points of sonic damage. Additional effects from the bomb still apply, but the save DC for admixture bombs is reduced by 2. This replaces the alchemist's 4th-level discovery.

Fire Body (Ex): At 8th level, a fire bomber adds elemental body I to his extract list as a 3rd-level extract. Elemental body extracts prepared using fire body are limited to fire elementals only. This ability replaces poison resistance +6.

Improved Fire Body (Ex): At 10th level, fire bombers add elemental body II to their spell list as a 4th-level extract. Elemental body extracts prepared using improved fire body are limited to fire elementals only. This ability replaces poison immunity.

Greater Fire Body (Ex): At 14th level, fire bombers add elemental body IV to their spell list as a 5th-level extract. Elemental body extracts prepared using greater fire body are limited to fire elementals only. This ability replaces persistent mutagen.

Discoveries: The following discoveries complement the fire bomber archetype: fire brand, rocket bomb (see sidebar); explosive bombs, fast bombs, inferno bomb, precise bombs (Advanced Player's Guide); breath weapon bomb, explosive missile, immolation bomb (Ultimate Combat); bottled ooze, confusion bomb, strafe bomb (Ultimate Magic).

Next week, WARK!

Stephen Radney-MacFarland

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Tags: Alchemists Andrew Hou Goblins Pathfinder Roleplaying Game
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Silver Crusade

MMCJawa wrote:

Many of the prior settings played around with what is or isn't a core race. Dragonlance doesn't have half-orcs, but Kender and Minotaurs (I think?) were major players. Eberron I think had most of the core, but they also had shifters, warforged, and changelings as important races.

The core races were built based on what were the major races in popular fantasy at the time (namely Tolkien and his clones). A lot of fantasy settings however are moving away from those classical races, either ditching them completely or radically rebooting them into something else. A DM might very well not want to run a setting with standard races.

Exactly, my own semi-homebrew world has eighteen core races including the standard seven. I like to have a lot of options for my players and although many are human offshoots the diversity is quite fun.

...okay. I'm trying to figure out how we went from not automatically presuming that the setting is quasi-Tolkienian, to lightsabers and playable demons.

ryric wrote:
The real reason is that despite claims/appearances to the contrary, D&D and its derivatives (such as PF) are not really setting neutral. There are a whole host of setting assumptions built into the core system, such as Vancian magic, the existence of certain iconic magic items, the core races, the core classes, alignments, etc. World-building is influenced by these assumptions, to the point where a GM has to specifically call out exceptions and omissions (see 2e Dark Sun for example).

I don't see Vancian magic as particularly setting-specific, but ehh.

In my local group this was the reason for a lot of the anti-4e backlash, because so many of the fundamental assumptions were changed/tweaked that it felt like we couldn't run games on the same worlds without drastically altering the worlds.

I had my issues with 4e. How much it upset the standard fantasy model was not on the list. Hell, as far as I'm concerned, D&D already had quite the tradition of doing just that.

So it's kind of a circle started by tradition that the core races are core: 1e had those races, so people built worlds that had those races more prominently featured, so new editions have to have those races so that people could keep using their worlds. Honestly, this book will be a step towards a more setting-neutral system as it will increase options for GMs wanting to branch away from the traditional set.

Indeed. And as far as I'm concerned, that's a good thing.

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