The Saboteur (3-4)
Level 3Attacks
Abilities
Odru's faith extends her wavesense to a range of 60 feet and allows it to function equally well in clouds of water droplets or vapor, such as mist. (Odru only.)
The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
Trigger An ally ends a move action adjacent to Sythi.
Effect Sythi hides behind his ally. He Steps to another square adjacent to the triggering ally and gains a +2 circumstance bonus to his AC against the next attack that targets him. (Sythi only.)
Requirements The sea devil is not Fatigued or already in a frenzy
Trigger The sea devil deals bleed damage to a living creature.
Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. Afte
When the sea devil deals piercing or slashing damage, it also deals 1d4 bleed if the target was Off-Guard or if the attack was a critical hit.
Rahla's scalpel is coated with a disorienting agent. The first creature she successfully hits with a scalpel strike must succeed on a DC 22 fortitude save or be Sickened 1; this is a poison effect. (Rahla only.)
The saboteur deals an extra 2d6 precision damage to Off-Guard creatures.
On the first round of combat, if the saboteur rolls Deception or Stealth for initiative, creatures that haven't acted are Off-Guard to them.