Roguish Archetype:
Saboteur
Your focus is on infiltration and exploitation, learning your enemy and using that information to weaken them. Saboteurs do this through the use of a portable, long distance drone with which they can stalk and debilitate their foes, using their keen awareness of the enemy and terrain to end the battle before it begins. Many rogues on this path become spies, assassins or treasure hunters.
Mechanical Savvy
When you choose this archetype at 3rd level, you gain proficiency with tinker's tools and can understand modron, but can't speak it.
Additionally, you learn the mending cantrip and learn the identify spell. You can cast identify only as a ritual. Intelligence is your spell casting ability for these spells.
Sabotuer's Probe
Starting at 3rd level, you employ a specialized drone to aid you in your work. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Phantom Probe stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance ; your choice has no effect on its game statistics.
In combat, the probe shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge or hide actions, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the probe can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker's tools as an action to revive it, provided you are within 5 feet of it. The probe returns to life after 1 minute with all its hit points restored. You can do this a number of times equal to your proficiency bonus, and regain all uses of this feature on a long rest.
At the end of a long rest, you can create a new phantom probe if you have tinker's tools with you. If you already have a probe from this feature, the first one immediately perishes. The probe also perishes if you die.
Tag Team
Starting at 9th level, you and your probe learn to work together more effectively. Whenever your probe damages a creature with Shock, that creature can't take reactions until the start of your next turn. Additionally, whenever you use your bonus action to command your probe, you can use your cunning action as part of the same bonus action.
Infiltrators Vision
Starting at 13th level, you develop certain magic to gather information. As an action, you or your probe (your choice) gain the ability to see through solid objects to a range of 120 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute. During that time, you perceive objects as shimmering, transparent images. You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Explosive Espionage
Starting at 17th level, you learn to send off your drone in spectacular fashion. As an action, you can cause your drone to detonate. Your probe is reduced to 0 hitpoints and all creatures in a 30 foot radius of the probe must make a dexterity saving throw. The DC equals 8 + your dexterity modifier + your proficiency bonus. On a failure, they take 10d10 force damage. On a success, they take half damage. Objects take 100 damage instead. Once you have used this feature, you cannot restore your probe until you finish a long rest.
Credits
Artwork used : Paizo Publishing
Phantom Probe
Small Construct, Any Alignment
- Armor Class 12 plus PB (Natural Armor)
- Hit Points 5 + 3 times your level in this class
- Speed Fly 30ft (hover)
STR DEX CON INT WIS CHA 6 (-3) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 8 (-1)
- Saving Throws: Dex +3 plus PB, Wis +1 plus PB
- Skills: Stealth +3 plus PB x 2, Perception +2 plus PB
- Damage Immunities: Poison
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft,, passive Perception 12 + PB
- Languages: - Modron, understands the languages you speak
- Stealth Field: The Phantom probe can take the hide action as a bonus action.
- Flyby: The probe doesn't provoke oppurtunity attacks when it flies out of a creatures reach.
- Proficiency Bonus (PB): equals your bonus
Actions (Requires your bonus action)
Shock Ranged Weapon attack: your dexterity modifier + your proficiency bonus to hit,range 30 ft., one target the probe can see. Hit: 1d6 + PB lightning damage, and you have advantage on the next attack you make against the target.
Relay Information The drone allows you to see through it's senses until the end of it's next turn. You must be within 600 ft of the drone to activate this effect.
Scan (3/Day) The drone targets one creature within 120 ft.. You learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
Credits
Artwork used : Lucasarts
