Saboteur
Aug 9, 2018 17:20:06 GMT -6
Post by Lestat on Aug 9, 2018 17:20:06 GMT -6
Hombrew Class - Saboteur
Characteristics: Intelligence, Dexterity, Composure
Skills: Academic Lore, Common Lore, Crafts, Perception, Tech-Use, Ballistics, Larceny, Stealth, Weaponry, Deceive, Scrutiny
Gun Kata: River of Lead, Silent Scope, Terminus Lockdown
Bonus for Completion: +1 to all Crafts or Tech-Use tests related to traps and to damage rolls of traps
Prankster
Level: 1
Prerequisites: Crafts 2, Deceive 2
Feats:
Blueprint Building
Brutal Ingenuity
Danger Sense
Quick Trap
Skill Focus (Crafts or Tech-Use, Traps)
*Weapon Proficiency (Traps)
*Foresight
Scoundrel
Level: 2
Prerequisites: Crafts 3, Deceive 2, Danger Sense
Feats:
Devil's Playthings
Light Sleeper
Reliable Traps
Sneak Attack
Turret Kata
*Armor Proficiency (Light)
*Weapon Proficiency (Any)
Miscreant
Level: 3
Prerequisites: Crafts 3, Deceive 3, Light Sleeper
Feats:
Nick of Time
Opportunist
Paranoia
Sentry Protocol
Uncivil Engineer
*Combat Insight
*Master of Bombardment
Trapper
Level: 4
Prerequisites: Crafts 4, Deceive 3, Nick of Time, Sneak Attack
Feats:
Dynamic Entry
Improved Sneak Attack
Just As Planned
Salvage Expert
Viewtiful Bombshells
*Jaded
*Worf Barrage
Deceiver
Level: 5
Prerequisites: Crafts 5, Deceive 4, Just As Planned, Quick Trap
Feats:
Ambush
Biggest Booms
Devastating Critical
Feather Step
Preordained Activation
Swift Trap
*Step Aside
*Trance
New Feats
Blueprint Building
You may use Intelligence in place of Wisdom for Crafts tests.
Brutal Ingenuity
Whenever you arm a trap as a stunt you add the stunt dice to its damage roll as well.
Devil's Playthings
You set up traps, complete Crafts tests related to combat, maintain equipment, and finish any other rudimentary task out of combat that will directly lead to the maiming of others in half the normal time.
Quick Trap
You may set up traps in combat as a Full Action that provokes Opportunity Attacks.
Reliable Traps
Your traps gain Proven 3, and never dud, jam, or prematurely activate. Your traps also require an extra raise to disarm.
Turret Kata
When you manually attack with a turret, mounted weapon, or ranged vehicle weapon that lacks the blast property you can apply a Trick Shot to it as you would a normal ranged weapon.
Opportunist
When you have the upper hand in a fight, you pile it on for extra measure. Add the raise from combat advantage to damage rolls in addition to attack rolls.
Sentry Protocol
You can spend 10 minutes reprogramming a turret you already have full access with to fire automatically on your behalf. This process must be reperformed any time the turret is moved to account for the new landscape. On each of its turns it takes a Standard Attack, or Full Auto Burst action rolling and keeping your Crafts or Tech-Use with additional rolled dice equal to your Level if proficient in traps to hit.
Viewtiful Bombshells
You can apply a single Trick Shot to a blast weapon or trap even when you normally couldn't in a Surprise Round.
Ambush
He who is prudent and lies in wait for an enemy who is not will be victorious. You treat your foe’s resilience as 2 lower in a surprise round, to a minimum of 1.
Biggest Booms
Your weapons with the blast property have their blast rating increased by 2.
Preordained Activation
You may activate any trap you set up without spending an action even if you are unconscious, or not in the scene.
Swift Trap
You may set up traps in combat as a Half Action that provokes Opportunity Attacks.
Old New Feats
Nick of Time
A Saboteur is no good if they cannot be where they are needed. By spending a Hero Point, you may arrive at any scene immediately. If it is a combat scene, you can roll initiative and arrive when your turn comes up.
Uncivil Engineer
Regardless of whether or not you are soft-spoken and amiable, you sure have an interest in all things mechanical. You gain a free raise on tests to turn bullets, grenades, and missiles into timed charges, mines, or other traps, as well as on all tests to turn personal weapons into automated turrets and the like.
Dynamic Entry
You may take a Surprise Round when using Nick of Time.
Salvage Expert
There's so much you can gain from scraps lying around. You may spend 3 hours recycling a broken weapon or armor to being Poor Quality with a Crafts test of TN (Item Availability+10). You can also spend 6 hours to create equipment from appropriate materials with a similar Crafts test, to a maximum rarity of Very Rare. Equipment built this way counts as improvised but is Poor Quality and falls apart at the end of the scene after it is used.