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Siegebreaker

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.

Recall Knowledge - Humanoid (Society): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

SiegebreakerCreature 14

Medium Human Humanoid 
Source NPC Core pg. 86
Perception +24
Languages Common
Skills Acrobatics +25, Athletics +23, Crafting +27 ((+31 to Craft alchemical items)), Engineering Lore +29, Siege Lore +29, Stealth +25, Thievery +23
Str +2, Dex +5, Con +4, Int +5, Wis +2, Cha +0
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.
Items +1 resilient leather armor, +2 striking light mace, alchemist's toolkit, formula book
AC 34; Fort +25, Ref +28, Will +23; Resistances alchemical items 10
HP 300
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.
Speed 25 feet
Melee [one-action] light mace +27 [+23/+19] (agile, finesse, magical, shove), Damage 2d4+18 bludgeoningMelee [one-action] fist +25 [+21/+17] (agile, finesse, nonlethal, unarmed), Damage 1d4+18 bludgeoningRanged [one-action] alchemical grenade +27 [+22/+17] (range increment 60 feet, splash), Damage 3d6 acid, cold, or fire plus 10 persistent damage and 10 splash damage of the same typeExpanded 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, cold, or fire damage that ignores up to 10 Hardness of structures. Any creature in the area can reduce the damage they take with a DC 37 basic Reflex save.

All Monsters in "Mercenary"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage For Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone scavenger (level 0), kholo outrider (level 7), kholo pragmatist (level 1), lucky courser (level 8), tunnel viper (level 1)

Sidebar - Additional Lore Group Decisions

In any large group of mercenaries, it becomes extremely important to determine which clients to take on. Though some mercenary bands have a strict hierarchy with a designated leader in charge, bands are typically much more democratic. In most bands, a simple majority vote determines whether an offer is accepted or declined. Other groups fall in the middle, using a democratic election to select an individual leader or small council to make deals on their behalf.

Sidebar - Additional Lore Joining Up

Different mercenary bands have different requirements for prospective members. Being able to fight is just the start. Bands with more honorable reputations require rigorous interviews, blood oaths, and even background checks, while bands with more dubious reputations will take on a skilled fighter with no questions asked. On occasion, bands tend to form along ancestry lines. Orcs, hobgoblins, and dwarves all have storied mercenary bands wandering the Inner Sea region, but almost all of them will take one recruit who's not of their ancestry if their skills are valuable enough.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary company's money: “Take time in town while the waterline's high, everyone.”
Whisperer: Anyone who can move stealthily.