Monday, 15 June 2020

Saboteur Class Features

Saboteur traps are a variation of common spellcasting, instead of memorizing and casting spells a saboteur prepares magical traps and sets these assemblies in a specific square. When someone enters the square the trap is set of and automatically targets the one who set it of, for AoE efects like lines and cones it will orient itself to target as many as possible. This will happen even if the saboteur is nowhere near.
If the saboteur is nearby however they can make all decisions about the spell as it is set of, as well as set it off prematurely with a move action.

At higher levels the saboteur learns to combine slots to create higher level slots, this is at level 7. From level 11 assemblies can be set up to 30 feet away. From level 15 traps onward last longer once set, from 10 minutes per level to 1 hour per level.

A saboteur can mark a visible target with one of four different marks as a move action. One target can be marked at once, an the target remains marked up to 24 hours. The ability is improved at level 9, at which point up to 2 targets can be marked at a time, and both marking and changing the mark of a target taking a swift action. At level 17 greater mark imroves this further, the saboteur can now mark eiter a single target with two different marks, or mark 3 target with a single mark as a swift action.

The available marks are: 
  • Assassin’s mark gives a bonus to damage.
  • Charlatan’s mark gives a bonus on Bluff, Diplomacy, Sleight of Hand, and Stealth checks against the target and on Bluff and Disguise checks to pass herself as the marked target.
  • Duelist’s mark gives a bonus on attack rolls.
  • Informant’s mark gives a bonus on Knowledge, Sense Motive, and Perception checks made against or concerning the marked target.
The saboteur has access to trapfinding from level 1, allowing the disarming of magic traps and adding half her level as a bonus to skill checks for finding and disabling traps. As the saboteur becomes more skilled she gains further bonusses to finding traps and hidden doors, even passively. In addition a saboteur learns to disable traps faster.

At every even level the saboteur learns a saboteur’s trick, these talents are often supernatural and give a wide variety of new abilities, spell-like abilities and other such clever tricks.

For her capstone the level 20 saboteur can select from a list of master’s tricks. These abilities range from permanent extraordinary freedom of movement and once per day breaking out of any hindering effect, never triggering traps and passing through walls at will, to inflicting debilitating effects when marking a target.
Yes, these are proper capstones you’ll want to work towards.


The city states of the Gemtree jungles are ruled by despotic green dragons. The dragons have ruled unopposed for since they conquered the cities collectively 70 years ago. Recently however a mysterious saboteur has been robbing their hoards. This and the resulting harsh reprisals has been inspiring the people of the jungle to resist the dragons.

The proprietor of a small shop has vanished. When the shop is searched it is clear the place is trashed and floor of the shop looks like it was broken through from below. A room with trapmaker's tools is found below.

Halflings in general are notorious gossips, but even among them Gilda Sweetleaf is a particularly skilled gossip. Even though she travels widely and regularly she always seems to know everything about everyone.

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