Siegebreaker
Level 14Attacks
Abilities
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.
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.
The siegebreaker's grenades deal splash damage in a 10-foot emanation.
The siegebreaker Interacts to draw a grenade, then Strikes with it.
Requirements The siegebreaker is at the base of a fortified wall
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 reflex save.
Description
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.