Arsonist (Rogue)
Torching the scene of the crime has long been the hallmark of a sloppy criminal, but when you need to make an example of a shopkeeper who refuses to pay protection without disturbing your paying clients—that’s when you need an arsonist. Honed to perfection by the Daggermark Assassins’ Guild, the dark art of the arsonist inspires universal fear. These masters of flame can turn a single building in a crowded city block into a blackened husk then melt into the shadows without a trace. Their fighting style is repulsive, but effective. Oil-soaked projectiles and hidden vials of flammable liquid allow them to set their screaming victims ablaze. Many are the gambling debts settled by a charred corpse in a back alley.
Spark (Sp): At 1st level, an arsonist can cast Spark three times per day. The save DC for the spell is 10 + the arsonist's Intelligence modifier. This ability replaces trapfinding.
Immolating Strike (Ex): At 3rd level, whenever an arsonist deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to set the target on fire. In each subsequent round, a burning target must either succeed in a DC 15 Reflex save to extinguish the flames, or immediately take 1d6 points of damage and continue burning. This effect does not stack with itself. This ability replaces trap sense.
Rogue Talents: The following rogue talents complement the arsonist archetype: favored terrain (urban), hold breath, sniper’s eye and weapon training.
Advanced Talents: The following advanced rogue talents complement the arsonist archetype: deadly sneak*, hide in plain sight, and unwitting ally.