Spheres of Power

Saboteur

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Spheres of Guile
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Saboteurs build their plans around foiling the schemes of their rivals, using their schemes to confound, impede, or hamper their opposition.

Sabotage (Ex)

A saboteur cannot use the schemer ability to produce circumstantial assets which provide a bonus to a skill check. Instead, they may reveal a plan to impose a -2 penalty on all skill checks attempted with a certain skill (such as Perception, Appraise, or Knowledge (local)) to all enemies within close range of the saboteur (25 feet + 5 feet per two mastermind levels). The effect might take the form of minor booby traps, distractions, minor poison in an opponent’s food, nasty rumors that inspire second-guessing actions, or other impediments that only now become apparent.

This penalty lasts until the next time each enemy attempts a check of that type, to a maximum of 1 hour per saboteur level. This penalty increases by 1 at 5th level and every 4 levels thereafter. Targets are not aware of this penalty unless they succeed at a Perception check (DC 15 + mastermind level + key ability modifier).

This alters schemer.

Subversion [plan] (Ex)

At 4th level, a saboteur learns how to account for elaborate enemy plans. Whenever another creature that the saboteur is aware of reveals a plan, the saboteur may reveal a plan as an immediate action to try to negate the effect of the revealed plan. If the plan requires a skill check, the saboteur can attempt either an opposed skill check of the same type, an opposed Sense Motive check, or an opposed Knowledge check of the appropriate type for the creature. If no such check is involved, the saboteur attempts this check against a DC of 15 + the revealing creature’s Hit Dice + the revealing creature’s operative ability modifier. If the saboteur succeeds, the effects of the other creature’s revealed plan are negated.

Alternatively, the saboteur may reveal a plan as an immediate action to attempt to negate certain bonuses that a creature would get on an attack roll or skill check as they attempt it. The saboteur attempts an opposed Sense Motive or Knowledge check against the attack roll or skill check. On a success, the creature loses the benefit of any circumstance bonuses that would normally apply to the attack roll or skill check as well as any bonuses that would apply from battlefield positioning (such as flanking or higher ground) for 1 round. This feature counts as one [plan] talent toward the number of plans the saboteur can prepare.

At 10th level, whenever the saboteur successfully uses subversion on a creature, that creature is treated as if the saboteur had successfully used expose vulnerability on them.

At 16th level, the saboteur may use subversion as a free action (even when it is not their turn) rather than an immediate action once per round.

This replaces spur action.

Probe Weakness (Ex)

At 18th level, the saboteur knows even more ways to take advantage of enemies’ vulnerabilities. So long as the saboteur knows a creature’s motivation and is within 60 feet of them, the saboteur can cause that creature to take a -2 penalty on all saving throws against effects created by the saboteur and their allies. Whenever an enemy succeeds at a Will save while within 60 feet of the saboteur, the saboteur can verbally remind them of one of their motivations as an immediate action to force them to roll the saving throw again; they must use the new result.

This is a mind-affecting effect.

This replaces puppet master.