Saboteur

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Saboteur – Use tricky – or perhaps underhanded? – skills to debuff opponents
Region: Windward Steppes
Rarity: Common

It’s hard to fight with a handful of sand to the face.

From the empty miles about the steppes, the sharpshooters who live there work on their aim from when they were very young. Their hyperprecise shots almost always leave a mark – catching a leg, or spinning with a high pitched tseer that echoes right by the ear. Not all sharpshooters are saboteurs, but it is something attributed to the steppes for a reason.

Of course, less honorable units are also often saboteurs. For them, rather than special arrows or precise shots, it’s a kick to a rough spot or a well aimed tonk that dazes. Those are the saboteurs you’ll see from other places – or from the steppes themselves, as the steppes isn’t the most unified place.

Of course, the status effects that saboteurs do are useful, but not the most reliable – they last for variable amounts of time and aren’t exactly guarantees. Be careful!

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Rules on these effects:

  • All of these penalties last for 1d4 plus 1 rounds. At level 10, it becomes 1d6 plus 1 rounds instead.
  • When you select an ability, decide if it uses will saves or reflex saves.
  • All Save DCs are either intelligence or wisdom based at your selection.
    • DC = 10 plus 1/2 level plus modifier
  • These penalties are untyped, but as a note do not stack with themselves
    • (Reapplying something resets the duration)
  • You get one ability at level one, and another for every third level.
    • (Two at level 3-5, Three at levels 6-8, and all four at level 9)

The four abilities to choose from are: Impair Vision, Impair Mobility, Impair Spellcasting, and Impair Might.

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Impair Vision: Reduces target’s to-hit.

Rules:
*- Grants a penalty to-hit. The base penalty is 1, and it increases by 1 every 4 levels

  • (One at levels 1-3, Two at levels 4-7, Three at levels 8-11, etc)
  • Things that remove blindness or dazzle remove this penalty

    Options:

    • Standard action, make a melee or ranged attack.
      • If you hit, target receives the penalty.
    • Standard action, select up to two targets within close range.
      • They make a will or reflex or receive the penalty.
    • Standard action, select up to two targets within close range.
      • They receive half the penalty (min 1)

    ~~
    Impair Mobility: Reduces target’s movement modes

    Rules:

    • - Grants a penalty to movement equal to 10ft plus 10ft per 3 levels.
      • (20ft at levels 3-5, 30ft at levels 6-8, 40ft at levels 9-11, etc)
    • This effects all forms of movement.
    • Things that remove immobilize remove this penalty.
    • This penalty can only reduce target’s speed to a max of 10ft.

    Options:

    • Standard action, make a melee or ranged attack.
      • If you hit, target gets the penalty.
      • If you critically hit, target is immobilized instead.
    • Standard action, select up to half your level targets within close range.
      • The target makes a save
      • Those who fail receive the penalty
    • Standard action, select one target within close range.
      • It makes both a will and reflex save.
        • If it succeeds at both, it receives the penalty for one turn.
        • If it fails one, it receives the penalty (as normal)
        • If it fails both, it is immobilized.

    ~~
    Impair Spellcasting: Gives target a failure chance when using spells or powers

    Rules:

    • Spellcasters/Manifesters with this debuff have a extra 15% chance of spell failure.
    • Things that cure dazed/dazzled cure this debuff.
      • (Creatures immune to daze/dazzle are not immune)
      • (Note: Divine casters & Psionic manifesters also get this penalty)

    Options:

    • Standard action, make a melee or ranged attack.
      • If you hit, target gets the penalty.
      • If you crit, target gets double the penalty.
    • Standard action, select up to two targets within close range.
      • They make a save or get the penalty.

    ~~
    Impair Might: Reduces target’s damage

    Rules:

    • Grants a penalty to physical and magical damage equal to 1 per level (Maximum 10)
    • Things that cure stat/ability damage can be used to cure this debuff

    Options:

    • Standard action, make a melee or ranged attack.
      • If you hit, target receives the penalty.
    • Standard action, select up to two targets within close range.
      • They make a save or receive the penalty.
    • Standard action, select up to two targets within close range.
      • They receive half the penalty (min 1)

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  • Saboteur

    On Borrowed Time Kantolin