Saboteur

Saboteurs aim to disrupt or destroy the physical mechanisms of their enemies, usually covertly and often from within.  They might use improvised tools or create specialized devices to carryout certain tasks. They rely on stealth and secrecy to carry cut their missions. A saboteur might work alone in a single installation, or as part of a small group for complex or widespread attacks.  Saboteur missions employ explosives, computer slicing, and social engineering to achieve their goals.
The best saboteurs focus their attacks and methods for maximum disruption and damage to the systems, objects, or vehicles they want to affect.  Collateral damage is typically unwanted and counterproductive to their cause, especially to sensitive or nonmilitary targets.  Many targets are disabled rather than destroyed, but the results can still be very effective and demoralizing to an enemy. Many saboteurs must make the most of limited supplies, which often forces them to make precise attacks to avoid wasting resources.

REQUIREMENTS

To qualify to become a saboteur, a character must fulfill the following criteria.

  • Minimum Level: 7th
  • Trained Skills: Deception, Mechanics, Use Computer

GAME RULE INFORMATION

Saboteurs have the following game statistics.

HIT POINTS

At each level, saboteurs gain 1d8 hit points + their Constitution modifier.

HERO POINTS

Saboteurs gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +0 Defense bonuses, talent, unexpected results
2nd +1 Destructive
3rd +2 Talent
4th +3 Quick sabotage
5th +3 Talent
6th +4 Quick sabotage
7th +5 Talent
8th +6 Quick sabotage
9th +6 Talent
10th +7 Master saboteur

CLASS FEATURES

The following are features of the saboteur prestige class.

DEFENSE BONUSES

At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Will Defense.

TALENTS

At every odd-numbered level (1st, 3rd, 5th, and so on ), you select a talent.  The talent can be selected from the Outlaw Tech talent tree (Expert base class), Slicer talent tree (Scoundrel base class), the Misfortune talent tree (Scoundrel base class), the Sabotage talent tree, or the Turret talent tree (both presented below).  You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

SABOTAGE TALENT TREE

You are skilled at improvising weapons, handling explosives, and disrupting the enemy.
Device Jammer: You can construct a short-range jammer that affects a specific type of electronic device such as a, comlink, computer, or datapad.  As a full- round action, you select a particular piece of personal, portable electronic equipment (any item listed as equipment, excluding vehicles and weapons, that has an electronic component) and make a DC 20 Mechanics check. If the check is successful, all devices of the chosen type cease to function while within 12 squares of your position for the remainder of the encounter.
Extreme Explosion: You know how to set large charges and use dozens of charges for extremely large explosions. You increase the blast radius of any mines or explosives by 1 square.
Prerequisites: Skilled Demolitionist, Shaped Explosion.
Mine Mastery: You can place a mine as a standard action instead of a full-round action.
Shaped Explosion: You know how to set charges to direct a blast in a specific direction or manner.  You can shape an explosion caused by explosives or mines that you set into a line or a cone instead of a radius. The length of the line is equal to 2 x the radius of the explosive blast. the length of the cone is equal to 3 x the radius of the blast, and either the line or the cone originates from the square where the explosives are placed.
Prerequisite: Skilled Demolitionist.
Skilled Demolitionist: You can set a detonator as a swift action, and your explosives never go off as the detonator is being placed, even if you fail the check by 10 or more. You must still roll to determine if the charge otherwise goes off as planned (see “Mechanics,” page 69 SECR).

TURRET TALENT TREE

You can construct small, disposable, automated turrets. Just…don’t ask how this tree works for Humans when I’ve said that humans don’t have man-portable energy weapons of this size. I’ll probably revisit it at some point.
Blaster Turret I: Once per encounter, as standard action you can create a small laser turret (Size Tiny, Initiative +4, Perception +4, Reflex Defense 10, 10 hp, Threshold 8) that can be mounted to any flat surface. The turret fires as a once per round, using your base attack bonus plus your Intelligence bonus and dealing 2d6 points of energy damage. The turret fires at any target you designate (a free action, once per round on your turn), though you must remain adjacent to the turret to control it. The turret is expended at the end of the encounter.
Blaster Turret II: Your turret’s capabilities increase in the following ways:  Initiative +8, Perception +8, Reflex Defense 12, 15 hp, Threshold 10, and the turret deals 2d8 points of energy damage. The turret can be directed by remote control at a range of 12 squares.
Prerequisite: Blaster Turret I.
Blaster Turret III: Your turret gains the ability to fire twice per round, with a -5 penalty on each attack roll, and gains DR 5.
Prerequisites: Blaster Turret I, Blaster Turret II.
Ion Turret: You can construct a turret that is highly effective against vehicles, electronics, and people with cybernetic implants. The tweet deals ion damage instead of energy damage.
Prerequisite: Blaster Turret I.
Stun Turret: You can construct a nonlethal turret. The turret deals stun damage instead of normal damage.
Prerequisite: Blaster Turret I.
Turret Self-Destruct: Your turret self-destructs automatically when it reaches 0 hit points. It explodes in a 2-square radius, dealing its normal damage. If you are adjacent to the turret, you can disable this feature as a reaction.
Prerequisite: Blaster Turret I.

UNEXPECTED RESULTS

When you are active as a saboteur, you occasionally see the results of your work at unexpected moments.  When an enemy making an attack roll against you rolls a natural 1 on an attack roll using an advanced melee weapon, pistol, rifle, or heavy weapon, that weapon is immediately disabled and ceases to function until it  has received repairs (through use of the repair object application of the Mechanics skill).

DESTRUCTIVE

Starting at 2nd level, you always deal double damage to unattended objects and vehicles.

QUICK SABOTAGE

You know how to disable equipment quickly and effectively.  You can attempt a Mechanics check to disable a device by using improvised tools if no security kit is available.  At 4th level, you can attempt to disable simple devices as a swift action.  At 6th level, you can attempt to disable tricky devices as a swift action.  At8th level, you can attempt to disable complex devices using two swift actions.

MASTER SABOTEUR

When you reach 10th level, you excel at inhibiting and destroying enemy equipment.  You can reroll any Mechanics check to disable a device or handle explosives, using the better result.