Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Equipment
Adjustments | Adventuring Gear | Alchemical Items | Armor | Artifacts | Assistive Items | Consumables | Contracts | Cursed Items | Customizations | Grimoires | Held Items | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


Siege Weapons

Source Guns & Gears pg. 72
There are two categories of siege weapons: mounted and portable. Mounted siege weapons take up a certain size and space, typically have defensive statistics, and are used for large-scale warfare. More adaptable are portable siege weapons, such as battering rams, which can be carried more easily and can serve a valuable role during large-scale warfare, smaller conflicts, or even exploration.

All siege weapons need more than one person to operate them, working together as a crew. These crew members all need to be adjacent to the siege weapon for it to operate. A siege weapon's stat block lists the minimum number needed and the maximum crew size. Adding additional crew beyond the minimum is useful for ensuring a quick and successful Load in uncertain conditions and allowing for enough time to Aim the siege weapon when firing at a moving target.

Black Powder Siege Weapons

The advent of black powder is beginning to offer a new sort of weapon to warriors in Golarion, one that isn't dependent on the physical strength of the wielder. Siege weapons like ballistae and trebuchets create tremendous force at a distance with the efforts of multiple operators, allowing for destructive power to rival even mighty spellcasters. Black powder siege weapons take the potential of such machines of war and amplify it to the next level, adding explosive power to the cooperative efforts of the crew. In addition to the force of the black powder ignition itself, black powder siege weapons are able to funnel and direct the energy through a reinforced barrel or muzzle in ways torsion and counterweights cannot, increasing the accuracy, range, and impact of the weapon.

Siege weapons of all kinds operate largely the same way whether they incorporate black powder in their design or not. The Aiming, Loading, Launching, and Move Siege Weapon actions are all identical to the rules found here. The most notable change is the chance of misfire; just like a firearm, improper use, inadequate cleaning, and a number of other factors can lead to deficiencies in a piece of artillery. The construction of the weapons and ammunition are also more expensive and harder to find due to the more advanced makeup. More details on black powder siege weapons can be found here.

Click here for the full rules on Siege Weapons.

Mounted Siege Weapons

HwachaItem 4

UncommonLargeMounted
Source Guns & Gears pg. 175
Price 180 gp; Ammunition 100 hwacha arrows (2 gp, 1 Bulk)
Usage mounted (black powder); Space 8 feet long, 6 feet wide, 6 feet high
Crew 1-4; Proficiency simple
AC 16; Fort +11; Ref +4
Hardness 5; HP 40; Immunities object immunities
Speed 25 feet (pulled or pushed)
Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession.
Aim Two ActionsTwo Actions 40 feet, minimum distance 40 feet
Load Three ActionsThree Actions (manipulate) Each Load action loads 10 hwacha arrows. Taking the Launch action requires three Load actions to load 30 hwacha arrows, but you can continue to Load more arrows to increase the effect of the next Launch action, as detailed below.
Launch Single ActionSingle Action (manipulate, range increment 300 feet) 4d8 piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst. If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to 5d8 piercing.

BombardItem 5

UncommonLargeMounted
Source Guns & Gears pg. 173
Price 300 gp; Ammunition stone spheres (4 gp, 4 Bulk)
Usage mounted (black powder); Space 10 feet long, 4 feet wide, 5 feet high
Crew 2-4; Proficiency martial
AC 17; Fort +12; Ref +5
Hardness 10; HP 40; Immunities object immunities
Speed 10 feet (pushed or pulled)
Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their clumsy and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively
Aim Two ActionsTwo Actions 30 feet, minimum distance 30 feet
Load Two ActionsTwo Actions (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (manipulate, range increment 150 feet) 4d10 bludgeoning, 10-foot burst, DC 19 Reflex

BallistaItem 5

UncommonLargeMounted
Source Guns & Gears pg. 74
Price 320 gp; Ammunition ballista bolt (5 sp, 1 Bulk)
Usage mounted; Space 10 feet long, 5 feet wide, 4 feet tall
Crew 2; Proficiency martial
AC 17; Fort +12; Ref +11
Hardness 10; HP 40; Immunities object immunities
Speed 20 feet (pulled or pushed)
Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly.
Aim Single ActionSingle Action 35 feet, minimum distance 25 feet
LoadTwo ActionsTwo Actions (manipulate) 2 times
Launch Single ActionSingle Action (attack, manipulate, range increment 120 feet) 4d12 piercing, single target, DC 19 Reflex

CatapultItem 7

UncommonLargeMounted
Source Guns & Gears pg. 75
Price 650 gp; Ammunition stones (0 gp, 4 Bulk)
Usage mounted; Space 10 feet long, 10 feet wide, 6 feet high
Crew 2-4; Proficiency martial
AC 20; Fort +15; Ref +8
Hardness 10; HP 60; Immunities object immunities
Speed 15 feet (pushed or pulled)
A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload.
AimTwo ActionsTwo Actions 50 feet, minimum distance 50 feet
Load Two ActionsTwo Actions (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (attack, manipulate, range increment 150 feet) 5d10 bludgeoning, 10-foot burst, DC 22 Reflex

SpringaldItem 7

UncommonHugeMounted
Source Guns & Gears pg. 76
Price 700 gp; Ammunition springald arrows (5 sp, 2 Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 15 feet high
Crew 3-5; Proficiency martial
AC 20; Fort +16; Ref +13
Hardness 10; HP 40; Immunities object immunities
Speed 10 feet (pushed or pulled)
A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air.
AimTwo ActionsTwo Actions 30 feet, minimum distance 50 feet
LoadTwo ActionsTwo Actions (manipulate) 3 times
Launch Single ActionSingle Action (attack, manipulate, range increment 100 feet) 5d8 piercing, three different targets within a 15-foot burst, DC 22 Reflex

MortarItem 7

UncommonMediumMounted
Source Guns & Gears pg. 176
Price 720 gp; Ammunition mortar round (5 gp, 1 Bulk)
Usage mounted (black powder); Space 8 feet long, 4 feet wide, 5 feet high
Crew 3-4; Proficiency martial
AC 20; Fort +15; Ref +8
Hardness 12; HP 40; Immunities object immunities
Speed 20 feet (pulled or pushed)
A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality. Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets.
Aim Two ActionsTwo Actions 40 feet, minimum distance 50 feet
Load Two ActionsTwo Actions (manipulate) 3 times
Launch Two ActionsTwo Actions (manipulate, range increment 100 feet) 5d10 slashing, 20-foot burst, DC 21. Because a mortar launches its round at a high angle, the mortar round descends on the center of the burst from above, not in a straight line from the mortar. This affects whether creatures have cover from the mortar launch.

CannonItem 8

UncommonLargeMounted
Source Guns & Gears pg. 174
Price 900 gp; Ammunition cannonball (10 gp, 6 Bulk)
Usage mounted (black powder); Space 7 feet long, 5 feet wide, 4 feet high
Crew 2-4; Proficiency martial
AC 22; Fort +16; Ref +9
Hardness 15; HP 80; Immunities object immunities
Speed 15 feet (pushed or pulled)
Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies.
AimThree ActionsThree Actions 100 feet, minimum distance 50 feet
Load Two ActionsTwo Actions (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (manipulate, range increment 200 feet) 6d12 bludgeoning, single target, DC 23 Reflex

Heavy BallistaItem 8

UncommonHugeMounted
Source Guns & Gears pg. 75
Price 900 gp; Ammunition heavy ballista bolt (3 gp, 3 Bulk)
Usage mounted; Space 15 feet long, 12 feet wide, 12 feet high
Crew 3-6; Proficiency martial
AC 22; Fort +18; Ref +12
Hardness 15; HP 80; Immunities object immunities
Speed 15 feet (pushed or pulled)
Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications.
AimTwo ActionsTwo Actions 60 feet, minimum distance 40 feet Load Two ActionsTwo Actions (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (attack, manipulate, range increment 180 feet) 7d12 piercing, single target, DC 23 Reflex

FiredrakeItem 8

UncommonHugeMounted
Source Guns & Gears pg. 175
Price 1,000 gp; Ammunition alchemical fire barrel (50 gp, 3 Bulk)
Usage mounted (black powder); Space 15 feet long, 12 feet wide, 10 feet high
Crew 3-5; Proficiency martial
AC 22; Fort +16; Ref +9
Hardness 12; HP 70; Immunities object immunities
Speed 15 feet (pushed or pulled)
This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance.
Aim Two ActionsTwo Actions rotate 45ยบ
Load Two ActionsTwo Actions (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (manipulate) 8d6 fire plus 1d6 persistent fire, 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an Interact action, and any of the crew can perform the action.

Heavy BombardItem 9

UncommonGargantuanMounted
Source Guns & Gears pg. 175
Price 1,400 gp; Ammunition large stone spheres (8 gp, 16 Bulk)
Usage mounted (black powder); Space 17 feet long, 6 feet wide, 6 feet high
Crew 3-6; Proficiency martial
AC 23; Fort +18; Ref +10
Hardness 18; HP 50; Immunities object immunities
A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard.
AimThree ActionsThree Actions 50 feet, minimum distance 50 feet
Load Two ActionsTwo Actions (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (manipulate, range increment 250 feet) 7d10 bludgeoning, 20-foot burst, DC 25 Reflex

TrebuchetItem 10

UncommonGargantuanMounted
Source Guns & Gears pg. 76
Price 2,000 gp; Ammunition stones (0 gp, 6 Bulk)
Usage mounted; Space 25 feet long, 15 feet wide, 25 feet high
Crew 4-6; Proficiency martial
AC 24; Fort +21; Ref +16
Hardness 17; HP 68; Immunities object immunities
Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc.
AimTwo ActionsTwo Actions 100 feet, minimum distance 200 feet
Load Two ActionsTwo Actions (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (attack, manipulate, range increment 400 feet) 8d10 bludgeoning, 20-foot burst, DC 26 Reflex

Alchemical SpringaldItem 13

UncommonHugeMounted
Source Guns & Gears pg. 173
Price 6,000 gp; Ammunition bomb arrows (100 gp, 2 Bulk)
Usage mounted (black powder); Space 15 feet long, 12 feet wide, 15 feet high
Crew 3-5; Proficiency martial
AC 29; Fort +23; Ref +16
Hardness 15; HP 200; Immunities object immunities
Speed 10 feet (pushed or pulled)
Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact.
Aim Two ActionsTwo Actions 30 feet, minimum distance 50 feet
Load Two ActionsTwo Actions (manipulate) 3 times
Launch Single ActionSingle Action (manipulate, range increment 100 feet) 10d6 damage and 3 splash damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes.

Steelheart 21Item 13

RareLargeMounted
Source Guns & Gears pg. 175
Price 6,000 gp; Ammunition artillery shell (80 gp, 4 Bulk)
Usage mounted (black powder); Space 9 feet long, 7 feet wide, 5 feet high
Crew 4-6; Proficiency martial
AC 29; Fort +23; Ref +16
Hardness 18; HP 150; Immunities object immunities
Speed 20 feet (pulled or pushed)
Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course.

Quick Aim ReactionReaction Trigger You Launch this siege weapon, after determining the effects of the Launch action. Effect You Aim this siege weapon, moving the aim up to 10 feet instead of its normal distance.
Aim Two ActionsTwo Actions 100 feet, minimum distance 150 feet
Load Two ActionsTwo Actions (manipulate) 3 times, requires a successful DC 20 Athletics check
LaunchSingle ActionSingle Action (manipulate, range increment 500 feet) 8d12 bludgeoning, 20-foot burst, DC 30 Reflex

Alkenstar CannonItem 15

RareHugeMounted
Source Guns & Gears pg. 176
Price 12,000 gp; Ammunition scattershot barrels (25 gp, 5 Bulk)
Usage mounted (black powder); Space 18 feet long, 7 feet wide, 8 feet high
Crew 4-6; Proficiency martial
AC 32; Fort +26; Ref +18
Hardness 15; HP 200; Immunities object immunities
Speed 10 feet (pushed or pulled)
Named for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Alkenstar cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Alkenstar cannons spray buckshot in a similar way to blunderbusses, firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Mana Waste mutants against the walls of Alkenstar, the results are devastating.
AimThree ActionsThree Actions 50 feet, minimum distance 50 feet
LoadThree ActionsThree Actions (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch Two ActionsTwo Actions (manipulate, range increment 50 feet) 10d12 bludgeoning, 50-foot burst, DC 33 Reflex

Fiend's Mouth CannonItem 11

UncommonHugeMounted
Source Guns & Gears pg. 174
Price 22,800 gp; Ammunition cannonball (10 gp, 6 Bulk)
Usage mounted (black powder); Space 15 feet long, 15 feet wide, 8 feet high
Crew 3-6; Proficiency martial
AC 26; Fort +21; Ref +13
Hardness 18; HP 90; Immunities object immunities
Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming.
Aim Two ActionsTwo Actions 200 feet, minimum distance 50 feet
Load Two ActionsTwo Actions (manipulate) 2 times, requires a successful DC 20 Athletics check
Launch Single ActionSingle Action (manipulate, range increment 300 feet) 8d12 bludgeoning, single target, DC 27 Reflex

Portable Siege Weapons

Door RamItem 2

UncommonSmallPortable
Source Guns & Gears pg. 75
Price 30 gp
Usage portable, held in 4 hands
Crew 2; Proficiency simple
A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.
Ram Two ActionsTwo Actions Requirements The other member of the crew has Readied to Stride on your order; Effect You and the other crew member Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 2d8 + the highest Strength modifier among members of the crew.

Battering RamItem 5

UncommonLargePortable
Source Guns & Gears pg. 74
Price 160 gp
Usage portable, held in 12 hands
Crew 6; Proficiency martial
Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.
Ram Two ActionsTwo Actions Requirements The other members of the crew have Readied to Stride on your order; Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 5d8 + the highest Strength modifier among members of the crew.

Covered Battering RamItem 6

UncommonLargePortable
Source Guns & Gears pg. 74
Price 250 gp
Usage portable, held in 12 hands
Crew 6; Proficiency martial
Though it has the same Ram activity as the basic battering ram, a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover.

Blasting RamItem 7

UncommonLargePortable
Source Guns & Gears pg. 173
Price 360 gp; Ammunition ram powder charge (2 gp, 1 Bulk)
Usage portable (black powder), held in 8 hands
Crew 4; Proficiency martial
A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew. Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head.
Load Two ActionsTwo Actions (manipulate) 2 times
Ram Two ActionsTwo Actions Requirements The other members of the crew have Readied to Stride on your order; Effect You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed. Then, make a melee Strike with the ram against a structure or unattended stationary object. As you do, the black powder in the steel reservoir explodes, significantly increasing the damage of your attack. Due to the black powder's additional force, the damage of this Strike is 7d8 + the highest Strength modifier among members of the crew.