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Siegebreaker

A demolitions expert who cracks the toughest fortifications turns any critical hit against them into a bonus explosion that scorches bystanders.

commonHumanHumanoid

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.

In play

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.

Level 14

Perception +24 · Languages Common · Skills Acrobatics +25, Athletics +23, Crafting +27, Engineering Lore +29, Siege Lore +29, Stealth +25, Thievery +23

STRDEXCONINTWISCHA
+2+5+4+5+2+0
ACFortRefWill
34+25+28+23

HP 300

Speed 25 feet

Actions

  • Melee Light mace [Single Action] +27 (Agile, Finesse, Magical, Shove), Damage 2d4+18 bludgeoning
  • Melee Fist [Single Action] +25 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+18 bludgeoning
  • Ranged Alchemical grenade [Single Action] +27 (range 60 ft, Splash), Damage 3d6 acid, cold, or fire

Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

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