Siegebreaker
A demolitions expert who cracks the toughest fortifications turns any critical hit against them into a bonus explosion that scorches bystanders.
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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +2 | +5 | +4 | +5 | +2 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 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