Demolitionist
Creature 4 — human, humanoid
SnareCrasherLAND
While most engineers take immense pride in their work constructing something that may survive many lifetimes, the demolitionist takes pride in destroying such pompous things in the most spectacular way possible. Every design has a flaw, and that flaw usually involves large quantities of explosives. Demolitionists are often pragmatic and calculated, taking great care to destroy whatever lies before them as efficiently as possible. Although relatively uncommon across much of Golarion, the frequent
Source: pathfinder-npc-core
Perception +10
Languages common
Skills athletics +9, crafting +12, Explosive Lore +14, intimidation +10, thievery +11
Str
+1
Dex
+3
Con
+3
Int
+4
Wis
+0
Cha
+0
Items Light Mace, Leather Armor, Mine (5), Dynamite (10), Wall Charge, Bag of Explosives
AC 20
Fort +11
Ref +13
Will +6
HP 60
Resistances fire 5
Speed 25 feet
Offense
Melee Light Mace (agile, finesse, shove) +13, Damage 1d4+7 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +13, Damage 1d4+7 bludgeoning
Abilities
Explosive Demise (fire) — When the demolitionist is reduced to 0 Hit Points while they have any explosives still in their bag, the remaining explosives detonate, unleashing an explosion of fire upon all creatures in a 30-foot emanation. Each creature in the area takes 3d6 fire damage with a DC 19 Reflex save.
Replenish Explosives — The demolitionist can replenish their stock of explosives with 4 hours of downtime.
Plant Mine (fire, manipulate) — 1 to 2
The demolitionist plants a mine in an adjacent square. If a creature moves onto a space with a mine, the mine explodes. This deals 3d8 fire damage to the creature with a DC 21 Reflex save. The demolitionist can use 2 actions to Plant a Mine to hide the mine, granting it a Stealth DC of 21. Creatures that didn't see the mine as it was planted must actively search for it (using the Search activity while exploring or the Seek action in an encounter).
The demolitionist plants a mine in an adjacent square. If a creature moves onto a space with a mine, the mine explodes. This deals 3d8 fire damage to the creature with a DC 21 Reflex save. The demolitionist can use 2 actions to Plant a Mine to hide the mine, granting it a Stealth DC of 21. Creatures that didn't see the mine as it was planted must actively search for it (using the Search activity while exploring or the Seek action in an encounter).
Toss Dynamite (fire, manipulate) — The demolitionist quickly throws a stick of dynamite up to 20 feet away that explodes in 5-foot burst. Creatures within the burst take 4d4 fire damage with a DC 21 Reflex save.
Wall Charge (fire, manipulate) — The demolitionist plants a powerful wall charge on a flat surface such as a door or wall. Once the charge is planted, it explodes after 1 minute, dealing 60 fire damage to the surface and ignoring up to 15 of the surface's Hardness. The explosive also deals 5d6 fire damage to creatures within 30-foot burst{30 feet} of the explosive with a DC 25 Reflex save.
WORKS WELL WITH
CrasherLANDCrasher forced movement pushes enemies onto planted mines and into dynamite blast zones.
WeaverLANDWeaver zone control funnels enemies through predictable paths overlapping the minefield.
AnvilLANDAnvil frontline holds enemies in place and prevents them from bypassing the trap zone.
PUNISHES
✖ clumping✖ melee rush✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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