A fire bomber treats torches as a simple weapon.
The following discoveries are available to goblin alchemists.
Fire Brand (Su)
An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the flaming weapon special ability. At 10th level, the weapon is treated as if it had the flaming burst weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water. An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.
Rag Doll Mutagen (Su)
When the alchemist imbibes a mutagen, his body and bones become rubbery and easy to contort. The alchemist gains a bonus equal to his class level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling. At 10th level, all falling damage is considered nonlethal damage, and the alchemist can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen.
Rocket Bomb (Su)
Alchemists with this discovery can prepare special rockets to deliver their bombs. Rocket bombs travel farther and explode bigger than normal bombs, but cannot target individual creatures. Rocket bombs explode in a 20-foot radius, and all creatures in that area take the alchemist's normal splash damage. The range increment on a rocket bomb is 50 feet. Rocket bombs cannot be used with the precise bomb or fast bomb discoveries. An alchemist must be at least 6th level before selecting this discovery.
Scrap Bomb (Su)
When the alchemist creates a bomb, he can choose to have it explode into shards of shrapnel that deal piercing damage. A creature that takes a direct hit from a scrap bomb takes 1 point of bleed damage per die of bomb damage unless it succeeds at a Reflex save.
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.
A fire bomber can select the Burn! Burn! Burn!, Fire Tamer, or Flame Heart feat in place of a discovery.
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.
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.
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.
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.
The following discoveries complement the fire bomber archetype: fire brand, rocket bomb (see sidebar); explosive bombs, fast bombs, inferno bomb, precise bombs; breath weapon bomb, explosive missile, immolation bomb; bottled ooze, confusion bomb, strafe bomb.