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PFS LimitedSaboteur

Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

SaboteurCreature 2

NE Medium Human Humanoid 
Source Gamemastery Guide pg. 246
Perception +8; (10 to find traps)
Languages Common
Skills 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
Snare Crafting The saboteur can Craft snares and has the supplies to make up to two caltrop snares and up to two hampering snares.
Items crowbar, disguise kit, hand crossbow (10 bolts), padded armor, sap, snare kit, thieves' tools
AC 18 (20 vs. traps); Fort +5, Ref +9 (+11 vs. traps), Will +8
HP 27
Speed 25 feet
Melee sap +7 [+3/-1] (agile, nonlethal), Damage 1d6+3 bludgeoningRanged hand crossbow +9 [+4/-1] (range increment 60 feet, reload 1), Damage 1d6+2 piercingSneak Attack The saboteur deals an extra 1d6 precision damage to flat-footed creatures.

Sidebar - Advice and Rules Sabotage!

Though the saboteur included here is intended to be a villain, PCs might encounter saboteurs on the side of good. These are typically rebels against tyrannical forces. Those who take great care to avoid harming civilians are chaotic good; others are chaotic neutral.

All Monsters in "Villains"

Gang Leader7
Reckless Scientist6


Source Gamemastery Guide pg. 246
Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.