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Class record

Saboteur

Controller / Utility

Tier
2
Difficulty
2 / 5
Main role
Controller
Secondary role
Utility

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Rogue mastered.

Advancement

Progression

  1. UnlockKey ability
  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 ability granted by Saboteur.

Ability

Flash Bomb

1 AP
Range
20ft
Keywords
Daze

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
Range
20ft

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
Range
5ft
Keywords
Sure Hit

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.