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SiegebreakerCreature 14


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +24
Languages Common
Skills Lore +29, Lore +29, Acrobatics +25, Athletics +23, Crafting +27, Stealth +25, Thievery +23
Str +2, Dex +5, Con +4, Int +5, Wis +2, Cha +0

AC 34; Fort +25; Reflex +28; Will +23;
HP 300
Speed 25 feet

Light Mace One Action +27 (+23, +19) to hit (agile, finesse, magical, shove) 2d4+18 Bludgeoning
Fist One Action +25 (+21, +17) to hit (agile, finesse, nonlethal, unarmed) 1d4+18 Bludgeoning

Alchemical Grenades

A siegebreaker carries 15 alchemical grenades that deal either acid, cold, or fire damage plus 10 persistent damage and 10 splash damage of the same type (typically five of each damage type). They replenish these grenades each day.

Explosive Compounds

When an attacker scores a critical hit against the siegebreaker, one of the siegebreaker's alchemical grenades bursts. The GM determines the grenade randomly. The siegebreaker takes damage from the grenade as though they were hit by the grenade (applying their resistance normally), and any creature in a 10-foot emanation takes the splash damage.

Resistance 10 to Alchemical ItemsExpanded Splash

The siegebreaker's grenades deal splash damage in a 10-foot radius.

Quick Grenadier One Action

The siegebreaker Interacts to draw a grenade, then Strikes with it.

The Wall Must Fall (exploration)

Requirements The siegebreaker is at the base of a fortified wall


Effect The siegebreaker has studied for years to gain exact knowledge of how to combine the alchemical ingredients in their grenades to exponentially multiply their power, creating a terrifying siege-ender bomb that can break open a city wall. The siegebreaker spends 10 minutes combining the ingredients from 9 different alchemical grenades of their choice. The siegebreaker then sets a fuse timer up to 1 minute long. When time's up, the bomb explodes in a concentrated 20-foot burst, dealing 20d6 acid, 20d6 coldcold, or 20d6 firefire damage that ignores up to 10 Hardness of structures. Any creature in the area can reduce the damage they take with a DC 37 reflex save.


When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in. These masters of alchemical destruction find that the bigger and more protected the wall, the more satisfying it is to break it.


Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.


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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.