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PFS StandardBattlefront Sabotage [two-actions] Feat 10

Archetype Incapacitation 
Source Battlecry! pg. 61
Archetype Guerrilla
Prerequisites Guerrilla Dedication
Requirements You have a free hand.

You know methods of sabotaging your enemy's war machines and weaponry. You can attempt to sabotage a siege weapon or vehicle with a Thievery check against the standard DC of the weapon or vehicle's level.
Critical Success The next time the weapon is Launched or the vehicle moves, it targets or moves to a square of your choice instead of its intended target.
Success As critical success, but the weapon or vehicle targets or moves to a random square.
Failure The sabotage fails.

Additionally, you can use Battlefront Sabotage to sabotage a weapon an enemy is wielding. Choose a creature wielding a melee or ranged weapon within your reach and attempt a Thievery check against their Reflex DC. On a success, the weapon's wielder must succeed at a DC 11 flat check the next time it attempts a Strike with that weapon or the action is disrupted, as part of the weapon's structural integrity falters. The creature is then temporarily immune to Battlefront Sabotage of their weapons for 10 minutes.

Traits

Archetype:

This feat belongs to an archetype.

Incapacitation:

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.