Saboteur
Creature 2 — human, humanoid
SnareFlankerLAND
Saboteurs excel at infiltration, using it to perform destructive acts. Villains pursue selfish and cruel goals, trampling over anyone in their way.
Source: pathfinder-npc-core
Perception +8; (+10 to find traps)
Languages common
Skills acrobatics +7, athletics +5, crafting +6 (+8 to Craft snares), deception +7, diplomacy +5, Engineering Lore +8, intimidation +5, society +6, stealth +9, survival +6, thievery +9, Underworld Lore +6
Str
+1
Dex
+3
Con
+1
Int
+2
Wis
+2
Cha
+1
Items Hand Crossbow, Sap, Artisan's Toolkit (Snare Toolkit), Crowbar, Disguise Kit, Thieves' Toolkit
AC 17 ((19 vs. traps))
Fort +5
Ref +9 ((+11 vs. traps))
Will +8
(+11 Reflex vs. traps)
HP 28
Speed 25 feet
Offense
Melee Sap (agile, nonlethal) +7, Damage 1d6+3 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +9, Damage 1d4+3 bludgeoning
Ranged Hand Crossbow (reload-1) +9, range increment 60 feet, Damage 1d6+2 piercing
Abilities
Snare Crafting — The saboteur can Craft snares and has the supplies to make up to two Caltrop Snares and up to two Hampering Snares.
Perception +10 to Find Traps —
Reflex +11 and AC 19 vs. Traps —
Sneak Attack — The saboteur deals an extra 1d6 precision damage to Off-Guard creatures.
WORKS WELL WITH
SniperLANDA Sniper can engage safely from range while snares control approach lanes and punish closing foes.
WeaverLANDA Weaver can herd enemies into snare-laden terrain, maximizing zone control.
ShadeLANDA Shade can scout ahead to identify optimal snare positions and lure pursuers into prepared fields.
PUNISHES
✖ careless movement✖ off-guard positioning
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Saboteur in the encounter builder — free, no install.
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