The Saboteur is a talented covert explosives artist. His enemies rarely know what hit them.
Sneak 4+ ranks
Vitality per Level
1d10 + Con modifier
Skill Pts per Level
6 + Int modifier
Somewhere between urban myth and political nightmare, the Saboteur is a deadly infiltrator of devastating effectiveness. He brings the latest demolitions to any team, specializing in everything from the simplest homemade devices to exotic binary compounds.
Attributes: In order to perform his careful preparations and complex capers, the Saboteur requires a delicate balance of Intelligence and Dexterity.
|1||+0||+2||+1||+0||+0||+1||1||1S, 1W||Anti-tampering, gremlin|
|2||+1||+3||+2||+0||+1||+1||2||2S, 1W||Ghost for hire|
|3||+2||+3||+2||+1||+1||+2||2||2S, 1W||Chain reaction I|
|4||+3||+4||+2||+1||+2||+2||2||2S, 1W, 1G||Cookbook, Ghost Mastery|
|5||+3||+4||+3||+1||+2||+3||3||2S, 2W, 1G||“If you see me running…”|
|6||+4||+5||+3||+2||+2||+4||3||3S, 2W, 1G||Blowout 1/session|
|7||+5||+5||+4||+2||+3||+4||4||3S, 2W, 1G||Chain reaction II, SWAT (1 feat)|
|8||+6||+6||+4||+2||+3||+5||4||3S, 2W, 1G, 1T||Ghost Supremacy, rock steady|
|9||+6||+6||+4||+3||+4||+5||4||3S, 2W, 2G, 1T||“…Try to keep up!”|
|10||+7||+7||+5||+3||+4||+6||5||3S, 3W, 2G, 1T||Catastrophic blast|
Ghost for Hire
Chain Reaction I
Your explosives are carefully placed or supported with secondary charges — at no extra cost — and prevent any chance of escape. At Level 3, when a character’s evasion ability or other effect decreases the damage from an explosive you’ve set to less than 1/2 standard, the ability or effect is negated.
Chain Reaction II
At Level 7, when a character makes a successful Reflex save to decrease the damage from an explosive you’ve set, the damage decreases to 3/4 standard instead of 1/2 standard.
At Level 4, you gain the Ghost Mastery feat.
“If You See Me Running…”
At Level 5, when you fail any check to create or disarm an explosive, you may take 1 Standard Move away from the explosive before the consequences of failure are resolved.
At Level 6, once per session when setting an explosive, you may double either its damage or its blast increment. If this explosive remains in place at the end of the current mission, it is automatically disabled or deconstructed. You may apply this ability to only one set explosive at any time.
At Level 8, you gain the Ghost Supremacy feat.
At Level 8, each time you make a Science (Chemistry) check or an attack check to set an explosive, you may roll twice, keeping the result you prefer.
“…Try to Keep Up!”
At Level 9, you and each of your teammates within your line of sight gains a +5 bonus with saves made to decrease blast damage.
At Level 10, you may spend action dice to increase the damage of explosives you’ve set. Further, the result required for you to score a Triumph with a Science (Chemistry) check, or an attack check made to set an explosive, decreases by 10.
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