Brastlewark Sapper Squad
Level 4Abilities
A sapper squad's offensive abilities ignore the first 5 points of Hardness when deployed against inanimate objects or structures.
While Burrowing, the sapper squad can position its segments into a 20-foot-wide straight line and move at half Speed to leave a 20-foot-wide tunnel behind them that can be safely traversed by other creatures. Unless shored up by a crew of skilled laborers, the tunnel collapses after 10 minutes.
The squad bombards a 10-foot burst within 30 feet with satchel charges, dealing 2d6 fire 1d6 bludgeoning to all creatures in the area (DC 18 reflex save). On a critical failure, a creature is also Deafened for 1 round. When the squad is reduced to 2 segments, this area decreases to a 5-foot burst.
1 to 3
Frequency once per round
Effect The sapper squad strikes with their picks against enemies in a 5-foot emanation with a DC 18 reflex save. The damage depends on the number of actions.
1 1d6 piercing damage
2 (2d6+4)[piercing|options:area-damage] damage
3 (2d6+7)[piercing|options:area-damage] damage
Requirements The sapper squad is underground
Effect The sappers deploy explosive charges to displace the earth above them. The surface area within 15 feet directly above the sappers' spaces becomes difficult terrain until the start of their next turn. Any creature already in the area takes 1d6 bludgeoning damage (DC 18 reflex save). On a critical failure, the creature also falls Prone.
Discoveries made in Brastlewark played as substantial a role in the construction of the Aspodean Wall as in the battles now raging in its shadow, as teams of gnomish sappers trained in the creation and deployment of powerful explosives developed by alchemists seize the opportunity to put their studies to practical use.