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Rocketeer

Creature 6 (uncommon) — human, humanoid

It takes a very specific personality to strap on a tank filled with a highly flammable alchemical substance and set it afire to launch oneself into the sky, so it is perhaps unsurprising that most rocketeers are reckless and bombastic individuals who delight in the theatrics inherent in their craft. While the unpredictability of rocketeering devices and the high casualty rate among those who use them make such devices generally unsuitable for military applications, a few courageous souls have us

Source: pathfinder-npc-core

Perception +14
Skills acrobatics +13, crafting +14, performance +12
Str
+2
Dex
+4
Con
+2
Int
+2
Wis
+2
Cha
+0
AC 23 Fort +12 Ref +16 Will +14
HP 85
Speed 25 feet

Offense

Melee Heavy Wrench +14, Damage 1d6+8 bludgeoning
Melee Fist +16, Damage 1d4+8 bludgeoning
Ranged Slide Pistol +17, Damage 1d6+6 piercing

Abilities

Fuel Tank Vulnerability — When the rocketeer is struck by a critical hit that deals piercing or fire damage, they must attempt a DC 5 Flat. On a failure, the rocketeer's fuel tank explodes, dealing 6d6 fire damage to the rocketeer and all creatures in a 20-foot type:emanation and knocking the rocketeer Prone. The rocketeer loses their fly Speed and can't use Explosive Liftoff, Mid-air Collision, or Rocketing Strafe until they repair their jet pack, which requires an appropriate set of artisan's tools and takes 2 hours.
Explosive Liftoff — Frequency once per 10 minutes Requirements The rocketeer is standing on a horizontal surface Effect The rocketeer unleashes the full strength of their jets to launch themself into the air, dealing 7d6 fire plus 7d6 bludgeoning damage to all creatures in a 15-foot type:emanation with a DC 24 Reflex save. The rocketeer Flies twice, straight up into the air.
Mid-air Collision — The rocketeer Flies twice, then attempts to or another flying creature. If they roll a success on the Athletics check, they get a critical success instead.
Rocketing Strafe — The rocketeer Flies and makes two melee Strikes at any point during that movement. Each Strike must target a different creature. The rocketeer can forgo the melee Strikes to instead make one slide pistol Strike at any point during that movement and Interact to select the next loaded chamber of their slide pistol; they can do these in either order. Any Strike made as part of a Rocketing Strafe deals an additional 2d6 damage and takes the normal multiple attack penalty.

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