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.
Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
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
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 difficult terrain until a creature spends 1 hour clearing it.
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
Description
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.