Characters

Sapper

CR: 3 XP: 800


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)


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