Siegebreaker

Level 14
Creature· humanMediumRemaster
AC
34
HP
300
Speed
25 ft.
Perception
+24
Fort
+25
Ref
+28
Will
+23
Languages common
Skills crafting +27, acrobatics +25, stealth +25, athletics +23, thievery +23
Recall Knowledge DC 32 (society)

Attacks

Melee Light Mace +27 (agile, finesse, magical, shove), Damage 2d4+18 bludgeoning
Melee Fist +25 (agile, finesse, nonlethal, unarmed), Damage 1d4+18 bludgeoning
Melee Alchemical Grenade +27 (splash), Damage 3d6 untyped plus 10 untyped plus 10 untyped

Abilities

Alchemical Grenadesinteraction

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 Items
Expanded Splash

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

Quick Grenadier

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

The Wall Must Fall

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

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.