Sapper (Human Expert 5)

Sapper CR 3

XP 800
Human Expert 5
LE Medium humanoid (human)
Init +1; Senses Perception +8

DEFENSE

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 27 (5d8+5)
Fort +1, Ref +4, Will +4

OFFENSE

Speed 30 ft.
Melee mwk dagger +3 (1d4–1/19–20)
Ranged mwk dagger +5 (1d4–1/19–20) or splash weapon +4 (varies)

TACTICS

During Combat The sapper throws alchemical splash weapons, avoiding melee combat as long as possible.

STATISTICS

Str 8, Dex 12, Con 10, Int 16, Wis 11, Cha 9
Base Atk +3; CMB +2; CMD 13
Feats Lightning Reflexes, Point-Blank Shot, Skill Focus (Knowledge [engineering], Stealth)
Skills Acrobatics +9, Climb +7, Craft (alchemy) +11, Disable Device +9, Escape Artist +9, Knowledge (arcana, geography) +11, Knowledge (engineering) +14, Perception +8, Stealth +12
Languages Common, Dwarven, Goblin
Combat Gear elixirs of hiding (2), potion of barkskin, potion of cure moderate wounds, potion of invisibility, acid (4), alchemist’s fire (4); Other Gear leather armor, masterwork dagger, alchemist’s lab, antitoxin, everburning torch, masterwork thieves’ tools, smokestick (2), tindertwig (4), 171 gp

DESCRIPTION

Sappers specialize in undermining fortifications and tunneling under walls. Using a combination of time, engineering, and explosives, sappers can rig a tunnel to collapse to protect a retreat or create a path over a mountainside. Their enthusiasm for blowing things up means they take unnecessary risks, and the lifespan of a professional sapper is often cut short in a dramatic blast.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

scroll to top