Sapper (Human Expert 5)
Sapper CR 3
Human Expert 5
LE Medium humanoid (human)
Init +1; Senses Perception +8
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
HP 27 (5d8+5)
Fort +1, Ref +4, Will +4
Speed 30 ft.
Melee mwk dagger +3 (1d4–1/19–20)
Ranged mwk dagger +5 (1d4–1/19–20) or splash weapon +4 (varies)
During Combat The sapper throws alchemical splash weapons, avoiding melee combat as long as possible.
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
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.