Saboteur (3.5e Prestige Class)

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Hit Die: d6.

Requirements[edit]

To qualify to become an Saboteur, a character must fulfill all the following criteria.


Class Skills[edit]

The Saboteur’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Saboteur
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells 0
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge 1
3rd +2 +1 +3 +1 Sneak attack +2d6 2 0
4th +3 +1 +4 +1 +2 save against poison 3 1
5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6 3 2 0
6th +4 +2 +5 +2 +3 save against poison 3 3 1
7th +5 +2 +5 +2 Sneak attack +4d6 3 3 2 0
8th +6 +2 +6 +2 +4 save against poison, hide in plain sight 3 3 3 1
9th +6 +3 +6 +3 Sneak attack +5d6 3 3 3 2
10th +7 +3 +7 +3 +5 save against poison 3 3 3 3

Class Features[edit]

All of the following are Class Features of the Saboteur prestige class.

Weapon and Armor Proficiency: Saboteurs are proficient with all Hand Pitals, crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Saboteurs are proficient with light armor but not with shields.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an Saboteur gets a sneak attack bonus from another source the bonuses on damage stack.

Death Attack: If an Saboteur studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Saboteur’s choice). While studying the victim, the Saboteur can undertake other actions so long as his attention stays focused on the target and the target does not detect the Saboteur or recognize the Saboteur as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Saboteur’s class level + the Saboteur’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Saboteur. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Saboteur has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the Saboteur does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Saboteurs are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spells: Beginning at 1st level, an Saboteur gains the ability to cast a number of arcane spells. To cast a spell, an Saboteur must have an Intelligence score of at least 10 + the spell’s level, so an Saboteur with an Intelligence of 10 or lower cannot cast these spells. Saboteur bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the Saboteur’s Intelligence bonus. When the Saboteur gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The Saboteur’s spell list appears below. An Saboteur casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an Saboteur can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Saboteur spell the Saboteur can cast. An Saboteur may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table: Saboteur Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st 21
2nd 3
3rd 3 21
4th 4 3
5th 4 3 21
6th 4 4 3
7th 4 4 3 21
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
  1. Provided the Saboteur has sufficient Intelligence to have a bonus spell of this level.

Save Bonus against Poison: The Saboteur gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the Saboteur gains.

Uncanny Dodge (Ex): Starting at 2nd level, an Saboteur retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (Ex): At 5th level, an Saboteur can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Saboteur. The exception to this defense is that a rogue at least four levels higher than the Saboteur can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): At 8th level, an Saboteur can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Saboteur can hide himself from view in the open without having anything to actually hide behind.

He cannot, however, hide in his own shadow.

Saboteur Spell List[edit]

Saboteurs choose their spells from the following list:

1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.

2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.

3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.

4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.

What Has Changed?[edit]

This is a modification of the Assassin prestige class. Assassins no longer must be evil, or kill an innocent, in order to become an Saboteur, though they must be more skilled in Disguise, Hide, Move Silently and Search. I made theses changes beacuase the Brotherhood of Nod, while not an Evil organization, often relies on an ability to stealthily eliminate enemies and steal secret information. Saboteurs are best suited for these types of operations, so I modified the Assassin to fill the role of a stealthy Saboteur.



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