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Red Fel
2014-06-26, 11:15 AM
Okay. So here's a concept I've been tooling with. A recent post made me wonder how I could best create a melee combatant with literal firepower. Melee fire capacity, ideally with a bit of blasting on top. I'm aware that [Fire] is the most common, and most easily resisted, element descriptor, but it's also fun. Everyone loves fire.

(It's Pathfinder, if the tag in the title didn't make it clear.)

So here are the options I see.

Ifrit: Pros: Fire flavor in abundance. Also, the Scorching Weapons (http://www.d20pfsrd.com/feats/racial-feats/scorching-weapons-combat-ifrit)/Inner Flame (http://www.d20pfsrd.com/feats/racial-feats/inner-flame-combat-ifrit)/Blazing Aura (http://www.d20pfsrd.com/feats/racial-feats/blazing-aura-combat-ifrit) feat chain for dealing fire damage with weapons. Also, Blistering Feint (http://www.d20pfsrd.com/feats/racial-feats/blistering-feint-combat-ifrit) and Expert Distractor (http://www.d20pfsrd.com/traits/race-traits/expert-distractor-ifrit) for weapons that deal fire damage. (Important difference.) Also, Sorcerer bonuses. Cons: Penalty to Wis makes divine casting or Monk a pain. Also, the feat chain applies to metal weapons, not unarmed strikes.
Suli: Pros: Elemental Assault is great. Monk favored class bonus boosts Elemental Assault. Magus boost is nice too. The Elemental Knight (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli/elemental-knight-magus-suli) archetype is nice, too. Cons: Elemental Assault is very limited in number of uses. Extra Elemental Assault (http://www.d20pfsrd.com/feats/racial-feats/extra-elemental-assault-suli) is necessary to make it a viable choice. Despite having fun with Magus, Suli's Int penalty hurts.
Barbarian: Pros: Lesser (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-lesser-su)/Regular (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-su)/Greater Elemental Rage (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-rage-greater-su) can add fire damage during rage. Lesser (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-totem-lesser-su) and Greater Elemental Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fire-totem-greater-su) add additional defensive powers during rage. Greater Elemental Totem, in particular, creates smoke, which grants concealment and triggers Fort saves in nearby enemies to prevent choking. Elemental Kin archetype adds to your rage rounds per day when you take elemental damage. (Not technically a fire attack, but flavorful.) Sulis, with a bonus to Str and Cha, make good Barbarians. Cons: It's situational. When not raging, there's nothing elemental about you (unless you're a Suli). Further, some of these powers (Lesser Elemental Rage, Lesser Elemental Totem) will likely see little or no play, and serve as little more than prerequisites. Finally, unless you're playing a Suli and replace Elemental Assault with Energy Strike (Firehand), the class has no blasting power whatsoever. Fire damage is ultimately limited to a bonus die on hits, multiple bonus dice on crits, and blowback if somebody crits you - that's it.
Cleric w/ Fire Domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/fire-domain): Pros: Fire spells, a nice blasty domain power, decent melee chassis and supplemental spellcasting. As a bonus, the Domain Strike (http://www.d20pfsrd.com/feats/combat-feats/domain-strike-combat) feat allows you to deliver the domain power with an unarmed strike. Cons: Fairly few, actually. Cleric is solid. Admittedly, it doesn't work as well with an Ifrit.
Druid: Pros: Fire spells, Wild Shape lets you turn into an elemental. At level 20 (like anyone ever reaches that) you can turn into an elemental pretty much whenever. Cons: Aside from Wild Shape as an elemental, you're pretty much just casting fire spells. Until you actually get Wild Shape, you're not meleeing much, and until you get elemental, you're not meleeing with fire.
Fighter: Pros: Excellent melee chassis. Ifrit feats apply to metal weapons. Wis penalty not a problem. Combat feats include Style feats, such as Efreeti Style (http://www.d20pfsrd.com/feats/combat-feats/efreeti-style-combat-style), and Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat). Cons: Because it's a Fighter and not a Monk, Elemental Fist uses are sorely limited, and prereqs must be met for Elemental Fist and Style feats. Blasting is nonexistent apart from Ifrit, Elemental Fist or Style feats.
Magus: Pros: Good blasting/melee chassis. Ifrit's Wis penalty is less painful. Metal weapons work with Ifrit feats. Suli archetype is also nice. Magus Bonus feats can include Combat feats, such as Style feats. Cons: Prereqs must be met for Style feats. Suli Int penalty hurts.
Monk of the Four Winds (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-four-winds) or of Many Styles (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles): Pros: MotFW gains Elemental Fist for free; MoMS can take it at 1st level. Neither needs to meet prereqs. MoMS can take other feats, such as Efreeti Style, that further augment Elemental Fist and their fire attacks. Cons: MotFW doesn't have automatic access to Style feats as Monk bonus feats, but must spend his precious regular feats on them, which means he must meet prereqs. Ifrit Wis penalty hurts Monking, and Ifrit feat chain doesn't apply to unarmed strikes (although Blistering Feint and Expert Distractor still can). Monks are MAD. Blasting is nonexistent apart from Elemental Fist or Style feats.
Oracle w/ Blackened Curse (http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses) or Flame Mystery (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/flame): Pros: Fire spells. Lots of fire spells. Cons: The two are incompatible - Flame Mystery gives you the same spells that Blackened gives you, so why take the penalty? Also, the penalty hurts your melee. Frankly, this combo isn't that impressive, although Ifrit's favored class benefit is nice.
Sorcerer w/ Elemental (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/elemental-bloodline) (Fire)/Efreeti (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/efreeti-bloodline) and/or Draconic (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline) Bloodlines (possibly Crossblooded (http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/crossblooded)): Pros: Elemental/Efreeti gives you plenty of (literal) firepower. Draconic gives you claws, natural armor and a breath weapon, making you more effective in melee. Ifrit is great for Sorcs, particularly Efreeti/Elemental Sorcs. Cons: Even with Draconic boosts, you're not built for heavy melee. Dragon claws aren't boosted by the Ifrit feat chain. Crossblooded is kind of a trap.
Soulknife: Pros: Good melee chassis. Mind Blade can be made Flaming/Blaming Burst. Blade Skills let you add fire damage by expending focus (Fire Blade), and later AoE with that same ability (Firestorm). Suli-compatible. Blistering Feint and Expert Distractor work with your fire-damage Mind Blade. Cons: Apart from those abilities listed, fire-based abilities are sorely limited. See also Pyrokineticist.
Synthesist (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist) Summoner: Pros: Exceptional melee chassis due to Fused Eidolon, uses Eidolon's physical stats. Can be made into a pouncing machine with natural weapons. Basic/Minor/Major/Ultimate Magic for effects, plus Energy Attacks to deal Fire damage. Resistances can also be implemented. Further, with Feral Combat Training (http://www.d20pfsrd.com/feats/combat-feats/feral-combat-training-combat), IUS and Weapon Focus, one could theoretically apply (limited uses of) Elemental Fist to those natural weapon attacks. Cons: Got me.
Wizard: Not a gish. Go play Magus.
Pyrokineticist: Pros: Pretty much perfect. Gain a psychic weapon made out of fire, gain other more-or-less at-will powers; only Healing Heat and Firewalk cost PP, and only Manipulate Blaze and Nimbus have per-day limitations. As with Soulknife, Blistering Feint and Expert Distractor work. Cons: Not many. There is some overlap between the Fire Lash and a Mind Blade made with the Fire Blade skill (the Fire Blade deals its damage as fire damage +1d10, the Fire Lash deals 1d8 fire damage). Other than that, the only down side is, as stated above under Soulknife, the lack of fire-related abilities beyond the weapon. Pyrokineticist resolves the issue that Soulknife had on that point, adding burning unarmed attacks, a blazing aura, the ability to boil people, and more explosions. Kind of perfect, really. This might be the winner.
So, any thoughts on how to make an explosive bottle of firepower a reality? Anything I've missed?

avr
2014-06-26, 12:37 PM
Synthesist Summoner also works. Actually, it's probably the easiest way once you hit 5th level.

Druids get plenty of fire spells, especially if they're Naga Aspirants.

Goblins have a Fire Bomber Alchemist archetype and the Fire Brand discovery, plus some racial fire feats.

Grenadier alchemists can add alchemists fire to their weapons.

Kantolin
2014-06-26, 12:52 PM
Consider a pyrokineticist (http://www.d20pfsrd.com/psionics-unleashed/psionic-prestige-classes/pyrokineticist) as well. They do quite a bit of fire-related stuff and are a very fun class. You can enter as pathfinder's soulknife (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife) and have your fire lash gain the benefits of your mind blade, resulting in a flaming lash of flame.

You could then eventually, whether through feats or going back to soulknife, take the fire blade blade skill (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife/blade-skills), resulting in a flaming lash of flame (of flame). And then later you could also take firestorm, for a flaming lash of flame (of flame (of flame)), which is funny to mention.

That was really fun to type, actually. ^_^

Red Fel
2014-06-26, 02:42 PM
Synthesist Summoner also works. Actually, it's probably the easiest way once you hit 5th level.

Alright, let's see. Summoner gets decent chassis, Ifrit's Cha bonus is helpful here. Simple weapon proficiency includes metal weapons, enabling Ifrit feats. Using a combat-ready Eidolon improves the melee chassis. Let's see what the Eidolon can do. You can use Energy Attacks and Pounce, Basic/Minor/Major/Ultimate Magic, and various natural weapons to make a pretty vicious shell. Yeah, that could do it fairly nicely.


Druids get plenty of fire spells, especially if they're Naga Aspirants. Fire spells, yes, and melee ability from Wild Shape - but until they get Elemental Wild Shape, it's really not fire melee, it's just sort of one or the other. Being able to change into a fire elemental works, though.


Goblins have a Fire Bomber Alchemist archetype and the Fire Brand discovery, plus some racial fire feats.

Grenadier alchemists can add alchemists fire to their weapons.

Hrm... I'm not particularly feeling this one, honestly. Yeah, the BAB is okay, and Mutagens can make you bulkier, but the "fire" aspect is less about being on fire and wielding fire, and more about blowing stuff up. And the Goblin feats are... Okay, I suppose, I don't really see them as fitting the image. And being able to set your weapon on fire, alone, doesn't quite do it for me either. The fire seems more incidental, is my point.


Consider a pyrokineticist (http://www.d20pfsrd.com/psionics-unleashed/psionic-prestige-classes/pyrokineticist) as well. They do quite a bit of fire-related stuff and are a very fun class. You can enter as pathfinder's soulknife (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife) and have your fire lash gain the benefits of your mind blade, resulting in a flaming lash of flame.

You could then eventually, whether through feats or going back to soulknife, take the fire blade blade skill (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife/blade-skills), resulting in a flaming lash of flame (of flame). And then later you could also take firestorm, for a flaming lash of flame (of flame (of flame)), which is funny to mention.

That was really fun to type, actually. ^_^

Okay, Pyrokineticist? Really good for this. Where Psionics are on the table, that's a pretty sweet gig - although it's not a starting point. Alas, one doesn't begin as a pyro; it must be earned. I do also like the Fire Blade and Firestorm Blade Skills, although I note that Mind Blades don't work with the Ifrit feat line. That said, Soulknife is a solid melee chassis, way better than its 3.5 counterpart, and you can always put various fire-related bonuses on the Mind Blade. You won't be a blazing fire of fury, but at least your weapon will be.

It's a fun, fiery build, if we ignore racials, altogether. ("It's a fun, fiery build, if we ignore racials.")

I'm going to throw a bunch of these suggestions up on the big board now. Let's see if anyone else has any pointers.

Prime32
2014-06-26, 03:14 PM
Ifrit: Pros: Fire flavor in abundance. Also, the Scorching Weapons (http://www.d20pfsrd.com/feats/racial-feats/scorching-weapons-combat-ifrit)/Inner Flame (http://www.d20pfsrd.com/feats/racial-feats/inner-flame-combat-ifrit)/Blazing Aura (http://www.d20pfsrd.com/feats/racial-feats/blazing-aura-combat-ifrit) feat chain. Also, Sorcerer bonuses. Cons: Penalty to Wis makes divine casting or Monk a pain. Also, the feat chain applies to metal weapons, not unarmed strikes.Those feats are terrible. Ifrit does have access to Blistering Feint (http://www.d20pfsrd.com/feats/racial-feats/blistering-feint-combat-ifrit) and Expert Distractor (http://www.d20pfsrd.com/traits/race-traits/expert-distractor-ifrit) though, which are useful if you have a weapon that deals all fire damage via soulknife or pyrokineticist.

Unfortunately resistance to fire is extremely common, and I'm not sure if Pathfinder has any ways for your weapons to penetrate it.

Red Fel
2014-06-26, 03:33 PM
Those feats are terrible. Ifrit does have access to Blistering Feint (http://www.d20pfsrd.com/feats/racial-feats/blistering-feint-combat-ifrit) and Expert Distractor (http://www.d20pfsrd.com/traits/race-traits/expert-distractor-ifrit) though, which are useful if you have a weapon that deals all fire damage via soulknife or pyrokineticist.

... And to think, I was willing to overlook those feats. Very well observed!


Unfortunately resistance to fire is extremely common, and I'm not sure if Pathfinder has any ways for your weapons to penetrate it.

Well, Pyrokineticist does get Penetrating Fire, which allows you to ignore (Pyrokineticist level) fire resistance. So, if you're a Soulknife 5/Pyro 5, facing an enemy with Fire Resist 10, you can treat him as having Fire Resist 5. Which is nice, although it basically means you're going to face a form of DR a lot of the time. And Penetrating Fire doesn't help with Fire Immunity, just Resistance.

That said, the Pyro capstone makes no exception for Fire Resistance or Immunity in its save-or-die effect. Fail two saves (blah, two saves) and you just up and die, no exceptions. And you can do it every 10 minutes.

But no, I can find no other way to directly overcome Fire Resistance/Immunity, apart from the "moar dakka" approach.

NightbringerGGZ
2014-06-26, 04:00 PM
Just to add another option, since it wasn't on your list, the Barbarian can start using Elemental Rage Powers at level 4.


Lesser Elemental Rage - Swift Action, your attacks do an extra 1d6 elemental damage for one round. 1/Rage
Elemental Rage - Choose an element when you start a Rage. All your attacks do 1d6 Element Choice damage.
Greater Elemental Rage - When you crit you do an extra 1d10 Element Choice damage. 2d10 with a x3 weapon. 3d10 with a x4 weapon.


You can also pick up elemental resistance rage powers that eventually let you absorb and release that energy damage.

Prime32
2014-06-26, 04:10 PM
Just to add another option, since it wasn't on your list, the Barbarian can start using Elemental Rage Powers at level 4.


Lesser Elemental Rage - Swift Action, your attacks do an extra 1d6 elemental damage for one round. 1/Rage
Elemental Rage - Choose an element when you start a Rage. All your attacks do 1d6 Element Choice damage.
Greater Elemental Rage - When you crit you do an extra 1d10 Element Choice damage. 2d10 with a x3 weapon. 3d10 with a x4 weapon.


You can also pick up elemental resistance rage powers that eventually let you absorb and release that energy damage.

Much stronger:
Lesser Elemental Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-totem-lesser-su)
Greater Elemental Totem, Fire (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fire-totem-greater-su) (look at what smoke does (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Smoke-Effects))

EDIT: If you've got Ultimate Psionics, then take Aegis (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis) levels with the Crystal Warrior archetype (grants ranged energy attacks, your armor can attack by itself) and the Raging Hulk feat (aegis and barbarian levels stack for level prereqs, form your armor as part of entering rage). Since aegis is a psionic class it also qualifies you for pyrokineticist.
Or you could use Aberrant (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/aberrant) in place of Crystal Warrior, and be essentially Cú Chullain.

Red Fel
2014-06-26, 04:37 PM
Just to add another option, since it wasn't on your list, the Barbarian can start using Elemental Rage Powers at level 4.


Lesser Elemental Rage - Swift Action, your attacks do an extra 1d6 elemental damage for one round. 1/Rage
Elemental Rage - Choose an element when you start a Rage. All your attacks do 1d6 Element Choice damage.
Greater Elemental Rage - When you crit you do an extra 1d10 Element Choice damage. 2d10 with a x3 weapon. 3d10 with a x4 weapon.


You can also pick up elemental resistance rage powers that eventually let you absorb and release that energy damage.

Hmm... Not terrible. I'd be happier if it was something more than just "add some elemental damage to your weapon," but it's a start.


Much stronger:
Lesser Elemental Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/elemental-totem-lesser-su)
Greater Elemental Totem, Fire (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fire-totem-greater-su) (look at what smoke does (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Smoke-Effects))

And that would be the something more. Okay, so a Barbarian with this combo would have fire damage tacked on to his attacks, extra fire damage on a crit, sprays fire damage when crit with a piercing or slashing weapon, and is surrounded by smoke that grants concealment and causes choking fits to anyone in melee. That's not bad, not bad at all.

A few points, though. First, Lesser isn't that great - it's a very minor blowback, easy to make Reflex save, and only triggers when the Barb gets critted. Second, they don't play well together; the concealment from Greater is awesome and all, but it kind of prevents people from hitting him and triggering the Lesser in the first place.

Finally, it's all very situational. These bonuses only apply while Raging. Elemental Rage is nice, an extra die of damage, but Greater only applies when critting. Lesser Elemental Rage pretty much falls out if you're going fire-exclusive, because you can only use it with regular if it's a different energy type. Lesser Elemental Totem only gets play if you're critted. So, really, the only ones that actually have any consistent impact are Elemental Rage and Greater Elemental Totem, the former for the extra damage die and the latter for a cloud of smoke.

That said... It's fun. The smoke thing is definitely unique, and worthy of note, and Barbs are definitely a melee-appropriate chassis. And the Elemental Kin archetype is both fitting and effective. And Sulis make pretty decent Barbs (+2 Str, +2 Cha (for Intimidate), -2 Int), although the Energy Resists aren't conducive to Elemental Kin.

It goes on the list.


EDIT: If you've got Ultimate Psionics, then take Aegis (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis) levels with the Crystal Warrior archetype (grants ranged energy attacks, your armor can attack by itself) and the Raging Hulk feat (aegis and barbarian levels stack for level prereqs, form your armor as part of entering rage). Since aegis is a psionic class it also qualifies you for pyrokineticist.
Or you could use Aberrant (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/aberrant) in place of Crystal Warrior, and be essentially Cú Chullain.

I've looked over some of the Psionic classes, but I confess the Aegis leaves me a bit dumbfounded. It's basically a Synthesist Summoner, but Psionic instead of magical, right? Sort of? I'm a bit reluctant to draw an opinion based upon my limited understanding.

Prime32
2014-06-26, 04:41 PM
I've looked over some of the Psionic classes, but I confess the Aegis leaves me a bit dumbfounded. It's basically a Synthesist Summoner, but Psionic instead of magical, right? Sort of? I'm a bit reluctant to draw an opinion based upon my limited understanding.Same concept, much simpler mechanics - no replacing stats or combining two creatures together, just a suit of armor that grants you evolutions customisations. Also unlike the summoner, it's not an actual spellcaster manifester.

Red Fel
2014-06-26, 05:11 PM
Same concept, much simpler mechanics - no replacing stats or combining two creatures together, just a suit of armor that grants you evolutions customisations. Also unlike the summoner, it's not an actual spellcaster manifester.

Okay. Looking over matters, it doesn't look like Aegis actually gets energy attacks (apart from charging his weapon with "psionic energy"). And while that might go nicely with Barbarian, and technically qualifies him for Pyro, it seems a bit of a distraction, really. I mean, a Barbarian would need to spend quite a few levels in Barb to get the fire powers described above - more than would permit him to take full Pyro. More specifically, he could take LER at Barb 4, LET at Barb 6, ER at Barb 8, GET at Barb 10, and GER at Barb 12, the earliest each. In theory, he could take levels of Aegis after that, but I'm not convinced the Barb gets the better end of the deal that way. And assuming you take 1 level of Aegis and then jump into Pyro, that means you're getting up to Pyro 7 at best, missing out on some proper fun stuff. Further, Pyro won't advance your Barb abilities, so that means your rage - the centerpiece of your fire abilities - drops off.

So... am I missing it? I don't know what I'm supposed to see here, really.

Prime32
2014-06-26, 05:36 PM
The Crystal Warrior archetype is the one with energy attacks. And as said, Raging Hulk lets aegis levels count as barbarian levels for rage power prereqs.
If all of your attacks deal fire damage already then the Elemental Rage chain effectively ceases to be fire-themed, meaning there's little reason to take it. In any case you could just take Extra Rage Power (http://www.d20pfsrd.com/feats/general-feats/extra-rage-power) anyway.

NightbringerGGZ
2014-06-26, 05:44 PM
So here's a few of my thoughts:

1) A Magus is probably your best bet. There's plenty of Fire Spells that you have access to, and selling a GM on using the spell creation rules for something like a Fire based version of Shocking Grasp isn't that difficult. You've got quite a few fun and useful archetypes to play with too.

2) An Oracle of Flames with the Blackened curse can actually be a rather effective melee combatant as the penalty only applies to weapon attack rolls. Use natural attacks instead and you're just fine. The only shared spell between the mystery and curse is Burning Hands, and frankly I think picking up Scorching Ray and Delayed Blast Fireball with a curse that doesn't actually penalize you isn't a bad deal. If it really bothers you, you can also use the Ancient Lorekeeper archetype to cherry pick Wizard spells as your bonus spells (at a higher spell level, which can be abused to boost the DC of spell effects).

As another thought, you can use the Extra Revelation feat at level 7 to pick up Form of Flame and Wings of Flame. That's another natural attack and basically at will flight (7 mins per day will get you through most combats).

avr
2014-06-26, 09:53 PM
The smoke from greater elemental totem (fire) isn't that useful. Anyone can hold their breath for 2*con stat (not modifier) rounds so unless you're being swarmed by mewling babies you shouldn't see Fort saves against the smoke very often.

The goblin fire bomber certainly isn't optimised, but for what it's worth they get Elemental Body as well, and all alchemists can pick up Elemental Touch.

If you're in Golarion, worshipping Sarenrae (http://www.archivesofnethys.com/DeityDisplay.aspx?ItemName=Sarenrae) gives you a bunch of other options for PrCs or for divine casters.