Sapper
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)
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
Human expert 5
During Combat: The sapper throws alchemical splash weapons, avoiding melee combat as long as possible.
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.
Source: NPC Codex, p. 262
