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Fireworks DisplayEquipment 0


Source Pathfinder Guns & Gears
Weight negligible

These displays are designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat.


Note: This item is to be used by the

The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes.

As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show.

On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea.

Describing Your Fireworks Display

As a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays.

Firework Technician Dedication Feat 2

Prerequisites trained in Crafting


You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.

You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the quick alchemy benefits, creating up to 4 pyrotechnic versatile vials during your daily preparations. These vials have the fire trait and deal fire damage instead of acid. You can use pyrotechnic versatile vials only to throw as bombs, for the Launch Fireworks action or with Quick Alchemy to create fireworks consumables, including Doses or rounds of black powder, the Sparkler item, and other items determined by the GM. You can replenish your versatile vials during exploration the same way an alchemist can.

You can create fireworks displays to have distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks action and learn some basic effects. You can learn additional, more complex displays that use your versatile vials through other firework technician feats. These add a new fireworks display to your options for Launch Fireworks, each of which lists its number of actions and effects. The DC for Launch Fireworks is equal to your class DC or spell DC, whichever is higher.


Special If you have Quick Alchemy from another source (such as the

There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Alchemist

During Combat Encounters...

You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. You might even use mutagens to warp your body into a resilient and powerful weapon.

During Social Encounters...

You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While Exploring...

You keep an eye out for for additional ingredients that you can turn into alchemical reagents, while giving advice on all things alchemical and mysterious.

In Downtime...

You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Crafting

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in alchemical bombs

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in alchemist class DC

Class Features

You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, alchemy, research field, alchemist feat

2

Alchemist feat, skill feat

3

General feat, skill increase

4

Alchemist feat, skill feat

5

Attribute boosts, ancestry feat, field discovery, powerful alchemy, skill increase

6

Alchemist feat, skill feat

7

Alchemical weapon expertise, general feat, skill increase, will expertise

8

Alchemist feat, skill feat

9

Alchemical expertise, ancestry feat, double brew, perception expertise, skill increase

10

Attribute boosts, alchemist feat, skill feat

11

Advanced vials, chemical hardiness, general feat, skill increase

12

Alchemist feat, skill feat

13

Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization

14

Alchemist feat, skill feat

15

Attribute boosts, alchemical weapon mastery, explosion dodger, general feat, skill increase

16

Alchemist feat, skill feat

17

Abundant vials, alchemical mastery, ancestry feat, skill increase

18

Alchemist feat, skill feat

19

General feat, medium armor mastery, skill increase

20

Attribute boosts, alchemist feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Alchemy

Formula Book

Advanced Alchemy

Versatile Vials

The versatile vials can be thrown like bombs, with the following statistics.

VERSATILE VIAL


ACID

ALCHEMICAL

BOMB

CONSUMABLE

INFUSED

SPLASH

Usage held 1 hand; Bulk —

Activate 1 Strike


This tiny glass flask contains volatile chemicals that can be used offensively in a pinch.


Type lesser; Level 1

The bomb deals 1d6 acid damage and 1 acid splash damage.


Type moderate; Level 4

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage.


Type greater; Level 12

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage


Type major; Level 18

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage

Quick Alchemy

Research Field

Alchemist Feats

At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Field Discovery Level 5

Alchemical Weapon Expertise Level 7

Will Expertise Level 7

Alchemical Expertise Level 9

Double Brew Level 9

Perception Expertise Level 9

Chemical HardinessLevel 11

Greater Field Discovery Level 13

Medium Armor Expertise Level 13

You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Specialization Level 13

Alchemical Weapon Mastery Level 15

Explosion Dodger Level 15

Abundant Vials Level 17

Alchemical Mastery Level 17

Medium Armor Mastery Level 19

class or multiclass archetype), you can use standard versatile vials to Launch Fireworks or create fireworks consumables. Each time you create a versatile vial, you choose whether it's a standard vial or pyrotechnic vial. Both types count toward your maximum number of versatile vials. You can replenish only pyrotechnic vials during exploration unless another ability lets you replenish standard versatile vials (such as the benefit of the alchemist class), in which case you can choose the type each time you replenish.

Source: Pathfinder Guns & Gears

Coughing Dragon Display Feat 4

Source: Pathfinder Guns & Gears

Expert Fireworks Crafter Feat 6

Source: Pathfinder Guns & Gears

Jumping Jenny Display Feat 8

Source: Pathfinder Guns & Gears

Goblin Jubilee Display Feat 10

Source: Pathfinder Guns & Gears

Banshee Cry Display Feat 12

Source: Pathfinder Guns & Gears

archetype.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.