Saboteur
CREATURE 2Saboteurs excel at infiltration, using it to perform destructive acts.
Villains pursue selfish and cruel goals, trampling over anyone in their way.
+8; (+10 to find traps)
Common
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
Hand Crossbow, Sap, Artisan's Toolkit (Snare Toolkit), Crowbar, Disguise Kit, Thieves' Toolkit, Bolts (10)
Snare Crafting
The saboteur can Craft snares and has the supplies to make up to two Caltrop Snares and up to two Hampering Snares.
AC 17 ((19 vs. traps)); Fort +5, Ref +9 (+11 vs. traps), Will +8; (+11 Reflex vs. traps)
HP 28
Perception +10 to Find Traps
Reflex +11 and AC 19 vs. Traps
25 feet
Melee Sap +7 (agile, nonlethal), Damage 1d6+3 bludgeoning
Melee Fist +9 (agile, finesse, nonlethal, unarmed), Damage 1d4+3 bludgeoning
Ranged Hand Crossbow +9 (reload 1, range increment 60 feet), Damage 1d6+2 piercing
Sneak Attack
The saboteur deals an extra 1d6 precision damage to Off-Guard creatures.
Pathfinder NPC CoreORC