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Powderkeg Punk BombardierCreature 1

Source Punks in a Powder Keg
Perception +5
Languages Common, Goblin
Skills Acrobatics +7, Athletics +3, Crafting +5, Lore +7, Intimidation +8, Stealth +7
Str +0, Dex +4, Con +3, Int +2, Wis +0, Cha +3

AC 17; Fort +6; Reflex +7; Will +4;
HP 16
Speed 25 feet
Weaknesses Fire 3

Fist One Action +7 (+3, -1) to hit (agile, finesse, nonlethal, unarmed) 1d4 Bludgeoning
Alchemist's Fire One Action +9 (+4, -1) to hit (bomb, range increment 20, splash) 1d8 Fire

Blaze of Glory Reaction (concentrate, emotion, fear, visual, mental)

Trigger The Powderkeg Punk takes fire damage

The Powderkeg Punk Demoralizes the creature that dealt the fire damage. Demoralize loses the auditory trait and gains the visual trait, and the Powderkeg Punk doesn't take a penalty if the creature doesn't understand their language. The Powderkeg Punk can use this reaction even if the triggering damage reduced the Punk to 0 Hit Points.

Bombing Run Two Actions

The bombardier draws two bombs, and then Strides and makes two Strikes with a bomb before, after, or during the movement.

Quick Bomber One Action

The bombardier can Interact to draw a bomb and then make a Strike with it.

Shake It Up Two Actions

The bombardier shakes a bottle of alchemist's fire, and then Strikes with it. The radius of the splash damage for this Strike increases to 10 feet.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.