Saturday, 13 June 2020

Saboteur Intro

The saboteur is basically a variant to the rogue. It is a skill-monkey class with a wide variety is tricks up it’s sleeve. Where the rogue is a damage dealer, the saboteur has a wider variety of in and out of combat tricks.

The saboteur has a variant form of spellcasting that allows them to place magical traps, these are essentially spells that are placed ahead of time on a specific square, and are triggered either by the saboteur as a move action (one allowed per round) or upon a creature that walks upon that square.
The spells, or rather assemblies as they are called are prepared in slots, but this preparation takes only 1 minute per slot.
Multiple traps can be placed, up to her Intelligence modifier. This allows a saboteur to prepare a deadly battlefield is she has the time and knows where a battle will be fought. However someone skilled in disabling traps, like another saboteur for example, can disable and remove such placed assemblies.

The second major class feature is the ability to mark targets, this extraordinary ability allows the saboteur to choose a target and gain a variety of bonuses against them. Depending on the mark chosen this can be additional damage, a bonus on thieves skills, an attack bonus or a bonus on information gathering.

These two abilities, combined with an extensive list of talents allow a saboteur to prepare for and execute almost any kind of caper or infiltration.

Role: Saboteurs are skill-monkeys and problem solvers. They excel particularly if they have time to prepare for a battle. They are also excellent at solving various non-combat problems. The charlatan’s mark is useful both for diplomacy and theft, while the informant’s mark makes information gathering easy.

HD: 8
BAB: 3/4
High Saves: Ref, Will
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points: 6 + int mod


The Roots in the Stones are an order of druid saboteurs who seek to prevent the encroachment of civilization upon the wolds. The often spend years infiltrating and disrupt cities and towns. The Roots use seeds that rapidly grow into magical plants for their traps.

The mysterious Towers of Al-harshun stand lonely in the desert. Little is known about the towers as they are filled with deadly traps, but it is known that the highest floors contain many magical treasures. Those who seek to plunder or research the towers would do well to learn how to disable their traps.

The priests of the local temple of god of wealth and greed are in an uproar. Several important treasures have been taken from the vaults of several other temples. Now the priests have hurriedly started hiring aid to defend their vault from being next.

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