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Class record

Saboteur

Tier
2
Difficulty
2 / 5
Roles
MainControllerSecondaryUtility

Entry

Requirements

Rogue mastered.

Advancement

Progression

  1. UnlockKey ability
    SaboteurUnlocks Presence ConcealmentPartial refund possible · half EXP Presence Concealment overlaps with Adventurer. Proficiency overlap alone does not qualify.
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill in Stealth or Stealth Expertise
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Rogues that create opportunities for their teammates, breaking through and creating their own entrances while hindering the enemy.

Tactical guidance

Playing Saboteur

Saboteurs combine scouting tools with some gadgets and explosives they can use in combat.

Presence Concealment protects you from certain magical tracking tools. Scouting Ahead is useful when sneakily trying to move through a dungeon or other dangerous place, allowing your group to move stealthily even when not everyone in the group has put points into stealth.

Chemical Explosive is a bomb that can be used to blow up many different things. Blowing a hole through a wall, or just blowing up a house straight up are both possible. You can only use it once per arc, so you do need to put in a bit of thought before committing to it. It can deal a lot of damage if it hits a person, but the detonation time is too long for it to see use in combat.

Flash Bomb is effectively a free flashbang flask that allows a save. Daze is pretty powerful when you can inflict it on multiple people, tossing a flash bomb every turn can be worth it, even against just a single enemy.

Wire Sweep is another potentially powerful CC tool. Because it is a save instead of an attack, enemies with low toughness may find it hard to defend against.

Saboteur

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Key ability

Saboteur

Class feature

Benefit 1

You gain proficiency in Saboteur Thread Daggers.

Benefit 2

You may use Presence Concealment.

Unlocks

Presence Concealment

Unlocked ability

Presence Concealment

4 AP
Granted bySaboteur

By suppressing your mana output you conceal your presence, gaining Presence Concealment.  You cannot use any abilites that cost mana or any abilities with the aura keyword while in Presence Concealment.  You can end this effect for 0 RP but the inability to use abilities that cost mana or abilities with the aura keyword persists until the end of your next turn.

Requirements

-

Ability

Flash Bomb

1 AP
Range20ft
Keywords

You throw a Flash Bomb at a point within range that explodes in an 25x25 area centered on that point. All targets within the area must save against Potency or become Dazed.

Requirements

-
No listed cost
Range-

When traveling stealthily across the map, you can choose to move slightly ahead of the party when moving. If you do, you treat your roll as the lowest roll of the party.

Requirements

-

Ability

Wire Sweep

1 AP1 MP
Range20ft

You whip your wire to ensnare the target. If they fail their save against your Potency+2 they are rendered Prone and take Light Damage.

Requirements

Saboteur Threaded Dagger only.

4 AP
Range5ft
Keywords

You place a Chemical Explosive package that detonates after one minute. The explosion has a 15 ft radius and deals Double Heavy damage. The package makes an obvious noise after it has been planted that can be heard within the radius. The explosive charge deals 5x damage against inanimate objects. You can create a Chemical Explosive during an interlude phase for free, but can only carry one at a time. The check to disable a Chemical Explosive is equal to 20 + 2 x Power of the creator.

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.