pf2e.fyi

Artillerist

CREATURE 3

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 both side of a siege. Massive weapons are both fired towards the walls and from the walls. In such battles, artillerists are invaluable. However, artillerists are seen in other places outside of massive wars. For example, artillerists are often employed on ships to manage their cannons and harpoons.


Although relatively uncommon across much of Golarion, the frequently eccentric but undeniably brilliant minds who create elaborate devices of clockwork, gunpowder, and steam often loom much larger in the public eye than their numbers would suggest.


Perception +8; (+10 if the artillerist is crewing a siege weapon)
Languages Common
Skills Crafting +9 (+11 for siege weapons), Diplomacy +9, Engineering Lore +11, Explosive Lore +9, Society +9, Thievery +8
Str +3, Dex +3, Con +1, Int +2, Wis +1, Cha +0
Siege Acumen

The artillerist is permanently quickened. They can use this extra action only to Aim, Load, or Launch a siege weapon.


AC 18; Fort +8, Ref +12, Will +6
HP 45
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.


Speed 25 feet
Melee Fist +10 (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoning
Melee Light Hammer +10 (agile), Damage 1d6+5 bludgeoning
Melee Light Hammer +10 (agile, thrown 20), Damage 1d6+5 bludgeoning
Ranged Dueling Pistol +10 (concealable, concussive, fatal d10, reload 1, range increment 60 feet), Damage 1d6+3 piercing
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 burst. Creatures within the burst take 2d6 piercing plus 2d6 fire damage with a DC 19 basic 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.

Pathfinder NPC CoreORC