Artillerist
Creature 3 — human, humanoid
The maintenance and operation of a siege weapon is the highest form of art for the artillerist. They are second to none in terms of reliability and speed due to years of experience and training. Their mastery is such that they often construct smaller models of their preferred weapon to mount on their shoulders. Many will insist this is in case of an emergency, but they often truly enjoy crafting, designing, and perfecting their personal piece of artillery. Traditionally, artillerists are used on
Source: pathfinder-npc-core
Perception +8
Skills crafting +9, diplomacy +9, society +9, thievery +8
Str
+3
Dex
+3
Con
+1
Int
+2
Wis
+1
Cha
+0
AC 18
Fort +8
Ref +12
Will +6
HP 45
Speed 25 feet
Offense
Melee Fist +10, Damage 1d4+5 bludgeoning
Melee Light Hammer +10, Damage 1d6+5 bludgeoning
Ranged Light Hammer +10, Damage 1d6+5 bludgeoning
Ranged Dueling Pistol +10, Damage 1d6+3 piercing
Abilities
Siege Acumen — The artillerist is permanently quickened. They can use this extra action only to Aim, Load, or Launch a siege weapon.
Siege Shield — While adjacent to a siege weapon, the artillerist gains a +1 circumstance bonus to AC.
Siege Weapons Expert — The artillerist gains a +2 bonus to Perception if the artillerist is crewing a siege weapon. Additionally, they gain a +2 bonus to Engineering-lore and Explosive-lore for siege weapons.
Bombard (manipulate) — The artillerist activates a shoulder-mounted artillery piece to launch an explosive shell up to 120 feet away that explodes in 10-foot type:burst. Creatures within the burst take 2d6 piercing plus 2d6 fire damage with a DC 19 Reflex save. A creature that fails its save is also knocked Prone. The artillerist can't use Bombard again until they reload the artillery with 2 Interact actions; these actions don't have to be consecutive.
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