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Golem-Breaker CR 17

Source NPC Codex pg. 141
XP 102,400
Dwarf ranger 18
LN Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +20


AC 31, touch 16, flat-footed 28 (+10 armor, +3 deflection, +2 Dex, +1 dodge, +5 natural)
hp 203 (18d10+100)
Fort +18, Ref +15, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune fire (120 points), poison; Resist electricity 30


Speed 30 ft.
Melee +2 dwarven urgrosh +25/+20/+15/+10 (1d8+8/19–20/×3), +2 dwarven urgrosh +25/+20/+15 (1d6+8/19–20/×3)
Ranged +1 heavy crossbow +21 (1d10+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (constructs +8, elves +2, goblinoids +2, oozes +2)
Ranger Spells Prepared (CL 15th; concentration +17)
4th—cure serious wounds, freedom of movement
3rd—cure moderate wounds, water walk
2nd—barkskin, bear’s endurance, protection from energy, wind wall
1st—delay poison, detect snares and pits (2), longstrider, resist energy


Before Combat The ranger casts barkskin, bear’s endurance, delay poison, longstrider, protection from energy (fire), and resist energy (electricity).
During Combat The ranger uses Mobility and Spring Attack to overcome enemy reach, and Greater Vital Strike to make devastating single blows.
Base Statistics Without barkskin, bear’s endurance, delay poison, freedom of movement, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 26, touch 16, flat-footed 23; hp 167; Fort +16; Immune none; Resist none; Speed 20 ft.; Con 16.


Str 22, Dex 14, Con 20, Int 10, Wis 14, Cha 6
Base Atk +18; CMB +24; CMD 40 (44 vs. bull rush or trip)
Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Greater Vital Strike, Improved Critical (dwarven urgrosh), Improved Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (dwarven urgrosh)
Skills Acrobatics +19, Climb +14, Heal +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +18, Knowledge (engineering) +10, Knowledge (geography, nature) +8, Perception +20 (+22 to notice unusual stonework), Stealth +12, Survival +15, Swim +9
Languages Common, Dwarven
SQ camouflage, favored terrain (forest +2, mountain +4, underground +4, urban +4), hide in plain sight, hunter’s bond (companions), quarry, swift tracker, track +9, wild empathy +16, woodland stride
Combat Gear boots of speed; Other Gear +4 mithral breastplate, +2/+2 dwarven urgrosh, +1 heavy crossbow with 10 bolts, bag of holding (type I), belt of giant strength +4, cloak of resistance +2, golembane scarab, ring of protection +3, 1,600 gp

A golem-breaker makes a ruin of constructs, clockworks, and complex devices.


Esheyna has always had a knack for spotting the weak points in structures, a talent she has long put to use to sabotage enemy siege engines. Now a legendary mercenary, she enjoys bashing apart teams of iron golems just to see how they’re supposed to fit together.

Combat Encounters: Esheyna might battle the PCs for control of an ancient juggernaut just so she has bragging rights about destroying it.

Roleplaying Suggestions: Esheyna offers advice and assistance to the PCs about ancient war machines or clockwork invaders from another plane.