Fireworks Master

Experts with Explosives, Fireworks Masters can light up festival nights and enemies with ease. Crafting magical fireworks for various festivals and for unique cases in demon warfare, Fireworks Masters are constantly toiling away to create the greatest fireworks contraption, they are always improving their explosive yield, and the skill with which they unleash violent blasts onto the battlefield….

**Hit Die**: d8

**Requirements**

**Class Feature:** Bomb class feature +4d6

**Skill:** C raft Alchemy 6 ranks

**Feats**: Master Craftsman

**Class Skills**

The Fireworks Master’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (all), Martial Knowledge (Bows/Thrown) (Int), Martial Knowledge (Crossbows/Firearms, Light), Martial Knowledge (Crossbows/Firearms, Heavy), Use Computer (Int), Drive (Dex), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

**Skill Ranks at Each Level**: 6 + Int modifier.

**Class Features**

All of the following are class features of the Fireworks Master prestige class.

**Weapon and Armor Proficiency**: A Fireworks Master gains no weapon proficiencies.

**Techniques and Spells Known**: At levels 2, 3, 4, 7, 8, and 9 a Fireworks Master gains the ability to ready martial techniques as if they had leveled up in it's previous class, and it learns spells or extracts as if it had leveled up in a previous class at levels 1, 2, 3, 5, 7, 9, and 10. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Explosives Expert:**

Your levels in Fireworks Master are treated as Professor or Alchemist levels for the purpose of determining the strength of your bombs, as well as your Cognatogen. Discoveries that gain abilities based on level also use the levels in Fireworks Master to determine their strength.

**Fireworks Bombs (Su):**

Your bombs become dangerous fireworks that fly and explode your foes. Your bomb class feature is no longer considered a thrown weapon, however it otherwise retains all of it’s properties. It’s range increases by +20 feet and increases by an additional +10 feet per level in Fireworks master. You can still choose to throw a bomb in the classic method, and even apply Fireworks discoveries to the bombs, but doing so doesn’t apply the additional range. Finally you can use the advanced fireworks techniques to improve the capabilities of your bombs.

**Fuse Lengths**: Fireworks often have a slow-burning fuse, which allows the user to get away to a safe distance. A character with 3 or more ranks in Craft (alchemy) can increase the fuse length of a firework (a full-round action) to cause a 1- to 2-round delay between ignition and detonation instead of allowing your bombs to be activated immediately. A character with 6 or more ranks in Craft (alchemy) can adjust the fuse length to create up to a 1-minute delay.

**Lighting Multiple Fuses**: A character with 5 or more ranks in Craft (alchemy) can light a number of fireworks within reach equal to 1 + her Dexterity modifier as a full-round action. When using the fireworks bombs class feature, it allows the character to throw an additional bomb in a round for every attack the creature possesses from base attack bonus, to a maximum of 4.

**Shortening Fuses**: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural 1 on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand. This can be applied to fireworks bombs by imposing a -4 penalty to attack rolls with the bombs, but increasing the save DC against them by +4.

**Firework Discoveries (Su):**

At 1st, 3rd, 5th, 7th, and 9th levels you improve the methods by which you create the fireworks you specialize in. You develop new kinds of firework types and shells from the list of Firework Discoveries. They can be applied to fireworks just as a normal bomb discovery can be applied. You can select these firework discoveries from the following list. Each one can be selected once unless it states otherwise. Any saving throws listed use the same saving throw as the bomb’s base saving throw.

*Firework Launcher:* Once per round, as a swift action, you can spend two uses of your bombs to fire a bomb from a crossbow or firearm. This uses both the bomb and firearm’s statistics to determine additional applied abilities such as feats and class abilities, but uses the bomb’s damage as the firearm’s base damage. This can be done as part of a technique.

*Sparkler:* You can expend a use of your bomb ability to create a sparkler as a swift action. This sparkler is a weapon that deals 1d10 damage as well as 1/4 of the number of D6’s that your bomb normally deals. All bonuses that you possess for your bombs apply to the Sparkler. The sparkler gives off light out to 30 feet, and creatures struck by it are effected by any other discoveries you normally add to your bombs. This sparkler lasts for 1 round per Fireworks Master level. By spending 2 uses of your bomb ability, you can create a second sparkler and two weapon fight with them as part of the same action.

*Roman Candle:* You must possess Sparkler to select this firework discovery. When activating sparkler, you instead make a ranged attack as per usual with the bomb with a range of 30 feet. If the attack hits it damages the opponent as the sparkler does, however it does not apply additional damage from strength or other melee effects, and the damage dealt is always minimum. Every round, for 1 round per level in Fireworks Master, you can make another ranged attack against a target within 30 feet as a free action. You can alternatively choose to set this effect down in a 5 foot square, and have it attack in the same direction for this duration, attacking every round until the duration runs out. By spending a move action while within reach, you can alter it’s direction.

*Multi Launcher:* As a standard action, spend 4 uses of your bomb and replicate the effects of a scorching ray spell. This is still treated as a bomb rather than a spell, however it works in a method identical to the spell. The damage dealt by the scorching rays are increased by +1d6 at levels 5 and 10 of Fireworks Master, and the damage dealt is dependant on the damage dealt by your bombs. Bomb discoveries can be applied to this attack as if it were a normal bomb. This can be used with the Firework Launcher discovery.

*Screamin’ Mimi:* Whenever you launch your bomb at an opponent, it releases a horrid scream for all to hear. All creatures within 30 feet of the target must make a will saving throw or be shaken for 1d6 rounds. This damage becomes ½ sonic damage as well. In addition the bomb deals +1d6 sonic damage to all creatures in the area that fail their saving throw. A creature that uses this bomb suffers from a -20 penalty to stealth checks for the remainder of the round after firing it.

*Star Shell:* The firework explodes in the shape of a glorious star. Creatures struck by your bomb take force damage. Creatures that fail their saving throw are knocked prone.

*Sardine Shell:* The firework explodes into the shape of the mighty Sardine! Enemies struck by this bomb take a -1 penalty to all d20 rolls for 1 round per Fireworks master level if they fail their saving throw. If they succeed they take the penalty for 1 round instead. All allies within 30 feet of this gain a +1 morale bonus to all d20 rolls for 3 rounds so long as they can see or hear the firework. These increase to -2 and +2 at 5th level and -3 and +3 at 10th level.

*Smiley Shell:* The Firework explodes into the shape of a pleasant smiley face. The creatures struck by the bomb heal a number of hitpoints equal to ½ of the damage dealt instead of taking damage.

*Weeping Willow Shell:* Your bomb works as a normal bomb does, however creatures within 20 feet of the bomb are treated as if they were within the splash range.

*Fountain Firework:* You can spend two uses of your bomb as a standard action to plant a burning hands spell in a nearby square. This can be activated as part of setting it. Once active this spell will be cast in this square every round for 1 round per two damage dice your bombs normally do. Bomb discoveries can be applied to this spell as if it were a normal bomb. The fountain sheds light as a torch every round that it remains active, and can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

*Firecracker:* Creatures struck by a direct hit from the bomb are deafened for 1 minute unless they succeed at a fortitude save. Creatures within the splash area must make a fortitude saving throw against your bomb or be deafened for 1d4 rounds instead. The bang also causes unintelligent animals within 20 feet of it to become frightened for 1d3 rounds; an animal can overcome this effect with a successful DC Will save or if an adjacent ally calms the animal with a successful Handle Animal check (an immediate action) of the same DC.

Sparking Pinwheel: Whenever your bomb strikes an enemy, it spins rapidly and sheds a curtain of dazzling sparks 5 feet wide. The curtain of sparks obscures vision, granting concealment against creatures on the opposite side. A sparking pinwheel burns for 1d4+1 rounds after it is activated, and any creature that begins its turn adjacent to the square attacked takes 1d6 point of fire damage and is dazzled for 1d4 rounds unless they make a reflex saving throw. Creatures that pass through the curtain of sparks take half of the bomb’s damage in fire damage and are blinded for 1 round (a successful save halves the damage and negates the blindness). If the bomb is mounted on a solid, immobile object, a sparking pinwheel can spin smoothly and instead fills a single 15-foot area with a shower of sparks; its effects are otherwise unchanged for creatures adjacent to or passing through that square.

*String Fireworks:* By spending 2 uses of your bombs, you can combine them into a string of firecrackers. This deals normal damage as well as ½ of the same amount of damage on the following round to any creature within the area still. Every additional use of bombs spent during the initial activation increases the duration by +1 round that creatures take damage equal to ½ of the base damage value.

*Ground Spinner:* You must possess the Fountain Firework ability to select this. When using the Fountain Firework ability, creatures that fail their saving throw are knocked prone. Every round the Ground spinner moves to a randomly selected adjacent square.

*Sky Dragon:* Creatures within 10 feet of the direct path between you and the target of one of your firework bombs take 1d6 damage as well as an additional +1d6 damage for every 5 levels in Fireworks master you possess.

*Spell Storing Shell:* You can expend 2 additional uses of your bombs as a full round action in which you can also make your attack. You may throw one of your bombs to apply a single spell or extract of 3rd level or lower to the bomb. This must be a spell or extract that you possess and cannot have a casting time over one full round action. The target is effected by the spell, and must normally make any saving throws against it. Creatures in the splash range of the bomb are only effected if the spell has an area effect, and the area is only that of the bomb’s area.

*Motion Sensor Fireworks:* Any firework that you set to have a longer fuse with the advanced fireworks techniques can be set to trigger if a creature moves within their range. This can be done for a number of fireworks equal to ½ of your Fireworks Master levels .

*Black Powder:* Your bomb class ability becomes an extraordinary ability instead of supernatural.

*Black Powder Carrier:* Once per day for every 3 levels you possess in the Fireworks Master class, you can expend 10 uses of black powder to gain 1 use of your bomb class feature back.

*Powder Keg:* Whenever you are slain in combat, you can choose to explode. The radius of your explosion is 10 feet as well as an additional 5 feet per level in this class. All creatures within the radius must make a reflex saving throw based on your bomb’s saving throw or take damage as if you had landed a critical blow with one of your bombs.

*Bomb Jump:* You can choose to expend two uses of your bomb ability when making an acrobatics check to apply your intelligence modifier as well as an additional +1 per damage dice your bomb deals to your acrobatics check. Doing so is a swift action. The square that you leap from is treated as the location where your bomb struck and it can deal splash damage as usual.

**Bombshell Craftsman (Ex):**

At 2nd level, the Fireworks Master can create any form of conventional firework for ½ of the usual crafting cost, and the time to create it is lessened to minutes instead of weeks, days, or hours. Fireworks Masters can get fireworks enchanted as if they were weapon ammunition, meaning the price to enchant is for every 50 fireworks. Any fireworks you create in this way have their saving throw DC change to match that of your bomb ability. A list of fireworks that can be created are found at the bottom of this page. https://www.d20pfsrd.com/equipment/weapons/alchemical-weapons/

**Colored Shells (Su)**

At levels 2, 4, 6, 8, and 10, you gain a colored shell. The colored shells are selected from the list below. Whenever you use a firework bomb, you can choose a colored shell. The colored shells have the combined effects of altering the bomb to be a specific color, but also granting it different effects based on the color selected.

*Red Shell:* Your Fireworks become red and deal fire damage. The firework’s damage can be changed to fire damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half fire. Finally this grants your fireworks the flaming enchantment to them, giving them +1d6 fire damage.

*Blue Shell:* Your Fireworks become blue and deal Frost damage. The firework’s damage can be changed to frost damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half frost. Finally this grants your fireworks the icy enchantment to them, giving them +1d6 frost damage.

*Yellow Shell:* Your Fireworks become Yellow and deal Electricity damage. The firework’s damage can be changed to electricity damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half electricity. Finally this grants your fireworks the shocking enchantment to them, giving them +1d6 electricity damage.

*Orange Shell:* You must possess Yellow and Red shell to select Orange Shell. The firework’s damage can be changed to Sonic damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half sonic. Finally this grants your fireworks the thundering enchantment to them, giving them +1d6 sonic damage, and also the Speed enchantment, allowing you to throw an additional bomb on a full attack. Creatures that critically fail their save vs. this shell have their current weapon disarmed and tossed 1d4 squares away in a random direction.

*Purple Shell:* You must possess Blue and Red shell to select Purple Shell. The firework’s damage can be changed to Bludgeoning, Slashing, or Piercing damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half bludgeoning, piercing, or slashing damage. Finally this grants your fireworks the impact enchantment (Increasing damage die by 1 step) and the Wounding enchantment. Creatures that critically fail their save vs. this shell are knocked prone.

*Green Shell:* You must possess Yellow and Blue shell to select Green Shell. The firework’s damage can be changed to Acid damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half acid. Finally this grants your fireworks the corrosive enchantment to them, giving them +1d6 acid damage, and also the Keen enchantment to increase the bomb’s critical range to 19-20. Creatures that critically fail their save vs. this shell have their armor take ½ of the damage of the initial bomb.

*Gold Shell:* You must possess Any other 3 shells to select this one. This Shell harnesses great and mysterious power. The firework’s damage can be changed to force damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half force. Finally this grants your fireworks the ghost touch enchantment as well as the star enchantment. Creatures slain by this bomb explode leading the damage dealt by the bomb’s splash radius increasing by 10 feet.

*Silver Shell:* You must possess Any other 3 shells to select this one. This Shell harnesses great and mysterious power and destroys all within it’s path. The firework’s damage can be changed to disintegration damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half disintegration. Finally this grants your fireworks the Impact enchantment as well as the Thundering enchantment. Creatures slain by this bomb are disintegrated as per the disintegrate spell.

*White Shell:* You must possess Red, Blue, and Yellow Shell to select this shell. This Shell harnesses the prismatic power of the stars and divine light. The firework’s damage can be changed to Holy damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half holy. Finally this grants your fireworks the Holy enchantment as well as the Phase Locking enchantment. Finally this grants your fireworks the ghost touch enchantment as well as the star enchantment. Creatures slain by this bomb Are the center of a consecrate spell with a permanent duration. The bonus granted by this consecrate spell is increased by +1 for every 3 levels the Fireworks Master possesses in the Fireworks Master class.

*Black Shell:* You must possess Red, Blue, and Yellow Shell to select this shell. This Shell harnesses the Pitch black power of the void and unholy power. The firework’s damage can be changed to Unholy damage even if using an alchemist discovery that causes it to deal another kind of damage while still maintaining whatever additional effect it may give. Alternatively firework bomb damage of any kind can be made half unholy. Finally this grants your fireworks the Unholy enchantment as well as the Vicious enchantment. Creatures slain by this bomb Are the center of a desecrate spell with a permanent duration. The bonus granted by this desecrate spell is increased by +1 for every 3 levels the Fireworks Master possesses in the Fireworks Master class.

**Blast Master’s Evasion (Ex):**

At 5th level, so long as the Fireworks Master still has at least 1 use of their bombs ability available to them within a day, you gain the Evasion ability, allowing you to take no damage on a successful reflex saving throw. In addition to the usual effects of evasion however, this evasion also applies to Will saves and Fortitude saves when the effect that you must make a saving throw for is some form of explosive, bomb, grenade, or splash weapon.

**Black Powder Master (Ex):**

You have achieved the highest status a Fireworks Master can achieve. You can create +2 additional bombs per day. In addition you cut the cost and time in half again for crafting alchemical fireworks, and you can always add one of your colored shells to an alchemical firework created. When using a bomb, you can apply two colored shells to a single bomb. Whenever you are targeted by an area effect, you can choose to sacrifice 3 of your uses of your bombs per day to set off a blast as an immediate action. You take damage equal to 3 times your intelligence modifier, however you are moved just outside of the area effect, and are treated as if you had succeeded on your reflex saving throw vs. the attack. Finally, you can always treat your fireworks as thrown weapons, gaining the benefits for them being thrown and still gaining the additional range.