Saboteur
Quiet hands and a wary eye carry this infiltrator past every safeguard built to catch them, striking hardest once a target's guard finally drops.
Saboteurs excel at infiltration, using it to perform destructive acts. Quiet hands and a wary eye carry them past the defenses meant to stop them.
In play
The saboteur's defenses sharpen against traps: AC 19 and Ref +11 against them.
Sneak Attack The saboteur deals an extra 1d6 precision damage to off-guard creatures.
Level 2
Perception +8 · Senses (10 to find traps) · Languages Common · Skills Acrobatics +7, Athletics +5, Crafting +6, Deception +7, Diplomacy +5, Engineering Lore +8, Intimidation +5, Society +6, Stealth +9, Survival +6, Thievery +9, Underworld Lore +6
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +3 | +1 | +2 | +2 | +1 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 17 | +5 | +9 | +8 |
HP 28
Speed 25 feet
Actions
- Melee Sap [Single Action] +7 (Agile, Nonlethal), Damage 1d6+3 bludgeoning
- Melee Fist [Single Action] +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning
- Ranged Hand crossbow [Single Action] +9 (range 60 ft, reload 1), Damage 1d6+2 piercing
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