Stumpfield War Saboteurs
Level 6Abilities
Trigger The saboteurs are targeted by a Strike or an effect that requires a Reflex save
Effect The saboteurs scramble for the nearest cover. They become Slowed 1 but gain Standard Cover until the beginning of their next turn.
Quickly moving in with grasping hands, the Stumpfield war saboteurs take what they can. The saboteurs Stride up to twice their Speed. During this movement, the saboteurs Interact to pick up an unattended object no larger than 2 Bulk or attempt to Steal an item from a creature they're adjacent to; the goblins can pick up or Steal as many objects as they have remaining segments in any combination.
Requirements The saboteurs' last action was to successfully Hide
Effect The saboteurs laid down falling obstacles as they move unseen. The saboteurs Sneak twice. Until the beginning of the saboteurs' next turn, any non-ally creature that moves into a square that the saboteurs snuck through takes 5d8 bludgeoning damage (DC 24 reflex save). On a critical failure, the creature also falls Prone. Once this trap has been triggered, the rest of the squares the saboteurs snuck through become diffi
Frequency once per round;
Effect The saboteurs engage in a coordinated melee attack against each enemy in a 5-foot emanation, with a DC 21 reflex save. The damage dealt depends on the number of actions.
1 1d8 slashing damage
2 (2d8+5)[slashing] damage
3 (2d8+9)[slashing] damage
Stumpfield's artists enjoy the chaos of creation, which makes them well suited for the parallel chaos of destruction. Isn't sabotage just another form of art? Stumpfield certainly thinks so, and its denizens are happy to use their creative skills to waylay enemies and ambush parties.