| Kuma |
Tell me what you think of this.
Saboteur
In a universe of constant turmoil, a clever professional saboteur may survive long enough to master the art of eluding imperial justice. Such notorious outlaws have a wide range of skills and prefer to rely on these skills to avoid direct combat when possible. Saboteurs attempt to stack the odds in their favor using strategy, specialized equipment, and deadly traps to ensure they not only survive but thrive in any situation, no matter how dire.
Hit Points: 6
Key attribute score: Dexterity
A high dexterity will make you harder to hit and grant you bonuses with ranged attacks; while Intelligence will help you make the most of your many skill options.
Stamina points: 6 + Constitution modifier
Proficiencies: Armor -light
Weapons -basic melee weapons, small arms, longarms, and grenades
Skill points: 8 + Intelligence modifier
Trained Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Disguise (Cha), Engineering (Int), Intimidate (Cha), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession, Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)
Level
Att Fort Ref Will Special
1st
0 0 2 2 Ambush, Excellent Aid, trick attack +1d4, Traps
2nd
1 0 3 3 Master Fence, Trap Spotter, Traps
3rd
2 1 3 3 trick attack +1d8, Exceptionally Lucky, specialization
4th
3 1 4 4 Shoot and Move 1, Traps
5th
3 1 4 4 trick attack +3d8, Series
6th
4 2 5 5 Shady Reputation, Improved Trap Spotter, Traps
7th
5 2 5 5 trick attack +4d8, Fit In
8th
6 2 6 6 Opportunity Attacker, Traps
9th
6 3 6 6 Evasion, Shoot and Move 2, trick attack +5d8
10th
7 3 7 7 Engineering Mastermind, Traps
11th
8 3 7 7 trick attack +6d8, Second Attack
12th
9 4 8 8 Camouflage, Traps
13th
9 4 8 8 Disappear, trick attack +7d8
14th
10 4 9 9 Traps, Step Where I Step
15th
11 5 9 9 One Shot, trick attack +8d8
16th
12 5 10 10 Improved Evasion, Traps
17th
12 5 10 10 Cloaking Field, trick attack +9d8
18th
13 6 11 11 Traps, Deadman Switch
19th
14 6 11 11 trick attack +10d8
20th
15 6 12 12 Master Plan, Bomber
Traps
All saboteurs learn how to set and avoid ambushes. At 1st level a saboteur learns how to create a snare trap and one other saboteur trap of their choice. At 7th level and every two levels thereafter, they learn another trap. The saboteur can use these traps a total number of times per day equal to ½ their saboteur level + their Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The saboteur cannot select an individual trap more than once.
Setting a trap is a full-round action. A trap fills a single 5-foot square, and cannot be placed in the same area as another saboteur trap or a magical trap such as a glyph of warding. The saboteur only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for checks to notice or disable the trap, and saving throws to avoid it, are equal to 10 + ½ the character’s level + the character’s Wisdom bonus.
All saboteur traps possess the following common features:
Trigger: location
Reset: none.
Type: mechanical
A trap lasts 1 day per saboteur level or until it is triggered, whichever comes first. A trap’s DC decreases by 1 for each full day that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a saboteur can add one of these trap types to any standard trap (this costs 1 additional use of the trap ability).
Acid Trap* (Ex)
EFFECTS
This target is splattered with acid, taking a number of points of acid damage equal to 1d6 + 1/2 the saboteur’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the saboteur must supply a dose of acid when setting the trap.
Alarm Trap* (Ex)
EFFECTS
When this trap is triggered, it creates a momentary loud noise like the sound of a hand bell, and anyone within 60 feet of the trap can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
Burning Trap* (Ex)
EFFECTS
A saboteur can only add this to a fire trap. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.
Rad Trap* (Ex)
EFFECTS
This trap strikes the target with a projectile made of a small source of strong radiation, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage.
Bludgeoning Trap (Ex)
EFFECTS
The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the saboteur’s character level + their Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the saboteur possesses (minimum 1d6).
Solar Energy Trap* (Ex)
EFFECTS
This trap involves a powerful flash of ultraviolet radiation using a psycrafted emitter designed to imbue positive energy. This creates a positive energy effect designed to harm undead creatures. The target takes a number of points of damage equal to 1d8 + the saboteur’s level from positive energy (Will save for half).
Disenfectant Trap (Ex)
EFFECTS
The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per saboteur level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.
Trick Trap* (Ex)
EFFECTS
If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s attack roll bonus for the dirty trick is equal to the saboteur’s level + their Wisdom modifier.
Distraction Trap* (Ex)
EFFECTS
The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per character level.
Exploding Trap* (Ex)
Restrictions: Can only be added to a fire trap.
EFFECTS
The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the saboteur’s level (Reflex negates).
Fire Trap (Ex)
EFFECTS
The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the saboteur’s level to the triggering creature (Reflex negates).
Firework Trap* (Ex)
Restrictions: Can only be added to a fire or smoke trap.
EFFECTS
The trap explodes in a flash of colored lights.
All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the saboteur must use an alchemical weapon when setting the trap, such as flash powder or a firework.
Infected Snare Trap* (Ex)
Restrictions: A saboteur can add this only to a snare trap.
EFFECTS
The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.
Illumination Trap (Ex)
EFFECTS
This trap sprays luminescent dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a ?20 penalty on Stealth checks. The dust’s effects last for 1 round per saboteur level or until the creature washes it off (a move action requiring water or some other cleanser).
Marking Trap* (Ex)
EFFECTS
If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the saboteur’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.
Over-sized Barbs* (Ex)
EFFECTS
The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage.
The barbs shake loose harmlessly after 10 minutes per saboteur level.
Penetrating Trap* (Ex)
Special Requirements or Restrictions: Can only be added to a wounding trap.
EFFECTS
The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction.
Pit Trap* (Ex)
EFFECTS
This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every 4 saboteur levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. This trap may only be set in terrain with soft ground.
Poison Trap (Ex)
EFFECTS
The trap poisons the creature that triggers it. The saboteur must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.
Rust Trap (Ex)
EFFECTS
The trap throws up a cloud of oxidizing compound, dealing 1d4 points of damage to the target’s metal equipment. An saboteur may increase the damage by 1 point for each additional daily use of his trap ability he spends when creating this trap.
A successful Reflex save negates this damage.
Selective Trigger (Ex)
EFFECTS
The saboteur adds a race, type, or minimum weight restriction to the trap’s trigger.
Smoke Trap (Ex)
EFFECTS
This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a ?4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 saboteur levels, and is dispersed by wind as fog cloud.
Snare Trap (Ex)
EFFECTS
The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the saboteur included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Acrobatics check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the saboteur’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the saboteur’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the saboteur’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.
Tar Trap (Ex)
EFFECTS
The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per character level.
Toxic Fumes Trap* (Ex)
EFFECTS
A saboteur can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke.
Tripwire (Ex)
EFFECTS
A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.
Wounding Trap (Ex)
EFFECTS
This trap makes a melee attack against the target using the saboteur’s base attack bonus + their Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + 1/2 the saboteur’s level. The saboteur chooses whether this damage is bludgeoning, piercing, or slashing.
Series (Ex)
When you place a trap using the traps ability, you may immediately place one or more additional traps in adjacent squares. Using this ability you may place a maximum number of traps at once equal to your Dex bonus.
Step Where I Step (Ex)
You cannot trigger your own traps and gain a +10 insight bonus to avoid other traps. You may grant allies within 30 ft a +10 bonus to avoid traps you are aware of.
Deadman Switch (Ex)
When you are reduced to 0 hp, you may immediately trigger any number of traps which you previously set using the Traps ability.
Ambush (Ex)
A saboteur is an expert at setting up an ambush location. Gain a +1 bonus to Stealth checks for every round devoted to setting up the perfect location, to a maximum of +10. At lvl 7, you may extend this bonus to all allies within 30 feet. If the saboteur acts during a surprise round they gain 1 resolve point.
Master Fence (Ex)
A saboteur has access to black markets not easily accessed by other characters. For a 20% increase in price, a saboteur may purchase equipment up to their level +3 at major settlements.
Shady Reputation (Ex)
Gain a +3 bonus to Bluff, Intimidate, and Diplomacy checks.
Engineering Mastermind (Ex)
Gain a +3 bonus to checks using the Engineering skill to arm explosives, disable devices, or identify technology.
Trap Spotter (Ex)
Gain a +4 bonus to detect traps with perception checks.
Excellent Aid (Ex)
A saboteur has an amazing talent for getting the most out of those who assist them. Increase the bonus they get from aid another by +1. This increases by another +1 at 6th level and again at 10th level. This increase does not apply to when they use aid another to help others, only when others aid them.
Exceptionally Lucky (Ex)
At 3rd level, a saboteur learns how to squeeze even more from their innate luck. Gain a +1 bonus on saving throws. At 10th level, this bonus increases to +2. This bonus increases to +3 at 16th level.
Unexpected Strike (Ex)
You can trick or startle a foe and then attack when they drop their guard. As a full action, you may move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon or with any small arm. Just before making your attack, attempt a Bluff, Diplomacy, or Stealth check with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. If a saboteur possesses another ability that grants extra damage dice following a skill check, these dice stack with those granted by unexpected strike but the skill checks must be made separately.
Improved Trap Spotter (Ex)
At 6th level, the bonus a saboteur receives to detect traps increases to +8.
Fit In (Ex)
At 6th level, a saboteur masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables them to act as if they belong in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. they can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. they do not need to change their appearance to make this check—this ability relies on instinctively knowing how to act to make it appear they belongs. If multiple creatures with differing views of appropriate behavior are present, they cannot simultaneously affect them and must choose a target creature or group to influence - they can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.
Opportunity Attacker (Ex)
At 7th level, a saboteur masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, the saboteur may spend a resolve point in order to deal trick attack damage. The saboteur must spend the resolve before making the attack and if the attack fails, the resolve is still lost.
Chameleon Field (Ex)
At 17th level you can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This chameleon field doesn’t make you invisible, but it does make it easier to sneak around. Activating the chameleon field is a move action. While the chameleon field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the chameleon field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.
Your chameleon field lasts for up to 10 rounds before it becomes inactive. While inactive, the chameleon field recharges automatically at the rate of 1 round of cloaking per minute.
Shoot and Move (Ex)
A saboteur must reposition frequently in order to remain hidden. At 4th level, gain the Mobility feat (even if you do not meet the prereqs) and add +5 to the saboteur’s base movement. At 9th level, gain the Shot on the Run feat (even if you don’t meet prereqs).
Deadly Precision (Ex)
At 14th level, if an enemy is within 1 range increment of the saboteur, the saboteur may add 1 die of damage to their ranged trick attacks versus that target. At 18th level, the saboteur may add 2 dice of damage to their trick attacks versus targets within 1 range increment.
Disappear (Ex)
At 13th level the saboteur becomes even better at concealing their shots. Any enemy attempting to spot the saboteur following one of their ranged attacks takes a penalty to their perception check equal to -2 per 50 feet of distance between them and the saboteur. If the saboteur is using a silenced or suppressed weapon, the penalty increases to -4 per 50 ft. This penalty stacks with standard distance penalties to perception.
One Shot (Ex)
At 15th level the saboteur makes every shot count. Increase the crit range of all ranged weapons the saboteur uses by 1.
Master Plan (Ex)
A saboteur who makes use of their ambush ability before initiating combat gains a number of bonuses:
First, they may make an additional attack as part of a full attack, bringing their total number of attacks to three. They take standard penalties for making multiple attacks per round.
Second, the saboteur gains a bonus to bluff, intimidate, and stealth checks for the duration of combat, equal to the number of allies who are able to act during the surprise round. This bonus has a minimum value of +1 and a maximum of +5.
Finally, the saboteur may choose a single attack during each combat which qualifies for an unexpected strike, this attack targets two enemies instead of one. Each enemy must be a valid target and the saboteur makes a single roll to affect both of them. Each enemy takes full damage from the unexpected strike as well as any additional effects, however, only the original target receives weapon damage.
| Cellion |
I think you need to set this up somewhere that supports tables and proper formatting so we can read it more easily! It could be quite good, but its very hard to follow right now.
Just from a skim, but:
- You have trick attack in your table but no trick attack feature listed under features, so I don't know how its supposed to work.
- Your features seem to be in a weird order, making it hard to follow.
- You have 'Traps' listed in the table at a number of levels where it looks like the actual Traps feature doesn't change?
- You look like you have a lot of untyped bonuses. One of Starfinder's unwritten rules behind their classes is that skill bonuses classes give are almost always insight bonuses.
| Kuma |
I think you need to set this up somewhere that supports tables and proper formatting so we can read it more easily! It could be quite good, but its very hard to follow right now.
Just from a skim, but:
- You have trick attack in your table but no trick attack feature listed under features, so I don't know how its supposed to work.
- Your features seem to be in a weird order, making it hard to follow.
- You have 'Traps' listed in the table at a number of levels where it looks like the actual Traps feature doesn't change?
- You look like you have a lot of untyped bonuses. One of Starfinder's unwritten rules behind their classes is that skill bonuses classes give are almost always insight bonuses.
Sorry about formatting, it was a mess when I copied and pasted this stuff over because I did originally have it arranged in tables and they didn't translate well.
Trick attack is a standard class ability for operatives, I believe? I didn't want to reproduce the info but it wouldn't take much space to do so, I guess.
Traps: You are supposed to gain an additional use of the trap ability each time the traps feature appears. I don't know how that fact didn't make it into the ability description.
Nice call on the skill bonuses, I need fresh eyes to catch that sort of thing.
Thank you for your input! This has been very helpful.
| Cellion |
Because I've got some time:
Overall, this class feels like an operative that has ranger traps. Most of its class features don't interact with the trap portion, other than ambush giving you more of an incentive to set things up and lure foes over. In combat, you're likely just fighting as an operative. As a result, I'm wondering if this concept might not be better served as an archetype that grants traps instead. Since traps are often quite niche in how useful they'll be in a given campaign, a full class dedicated to them can become dead weight in a fast moving offense-focused adventure.
Still, this is a neat idea, and I hope you keep working on it!
| Kuma |
Because I've got some time:
Thank you so much for taking the time to go through all this! I really appreciate you. <3
I often find that existing classes, especially in the hundreds of d20 supplements for various versions, have one or two ideas that I really like and want to see reproduced in different themes. This is one of those but I worried that it might be too niche...
Total disclosure, this is meant for an original campaign setting and I've been debating whether or not "Saboteur" should get the axe. I have some others I'd like to get feedback on as well but I didn't want to exhaust anyone's patience outright by pasting half a dozen classes in one document. I will definitely be taking a look at the observations you made and tuning things up, thanks again!
| Cellion |
Yeah, poaching ideas from other systems is great! I think this could be a neat class in a game where there's more chances to defend locations. Most Paizo adventure paths have you moving aggressively into enemy territory instead. But if you're running homebrew in an original setting, then this could be perfect as a concept. It all depends on whether it can get a chance to shine.
| Kuma |
| 1 person marked this as a favorite. |
I do like the idea of taking the more unique ideas from this class and making an archetype though.
Starfinder archetypes tend to be somewhere between niche and terrible, turning this into an archetype that anyone can take sounds like the sort of thing that might be taken, unlike most of them.
I'm gonna take this as a compliment because I need a win, dammit. ;)
| Kuma |
Yeah, poaching ideas from other systems is great! I think this could be a neat class in a game where there's more chances to defend locations. Most Paizo adventure paths have you moving aggressively into enemy territory instead. But if you're running homebrew in an original setting, then this could be perfect as a concept. It all depends on whether it can get a chance to shine.
The setting is not necessarily defense-heavy, although I do realize as I type this that one of the other classes I'd like to get feedback on ("Bastion") is almost completely defensive, revolving around shield use. Maybe my subconscious is tired of conflict... *shrug*
A lot of the numbers I'm working with are probably way askew. I have been working on this setting for years now (since before starfinder even came out, actually) and it has been translated into about four different game systems as I have tried to find a "home" for it. Sometimes I forget if I'm working in meters or feet, for example. The last editing pass is going to be a friggin' nightmare. I'm also a power gamer by nature and the setting itself is intended for slightly stronger than average starting characters. Speaking of, all my classes have an ability to allow them to regain resolve at 1st level and most have a number of extra ways to spend resolve.
The themes of Bleak Frontiers are eldritch/existential horror and empire/legacy building - which could have a strong defensive bent to it except I haven't actually finished developing the rules for creating new outposts/settlements...
Alignments work differently, mostly influenced by corruption and insanity and possession - with the vast majority of people being neutral.
I will eventually share the campaign fluff itself, in order to get feedback on that as well.
| The Ragi |
I like the concept of trap expert characters, but I can't see them working in battle.
Would the character roll a stealth check before setting the trap and them try to lure enemies to the spot he was just in? Other characters have to stop full attacking to move and try to make the enemies fall into the trap? Or you set the trap beneath the feet of the enemy?
The encounters where the PCs spot the monsters before they are attacked are kinda rare...
| Kuma |
I like the concept of trap expert characters, but I can't see them working in battle.
Would the character roll a stealth check before setting the trap and them try to lure enemies to the spot he was just in? Other characters have to stop full attacking to move and try to make the enemies fall into the trap? Or you set the trap beneath the feet of the enemy?
The encounters where the PCs spot the monsters before they are attacked are kinda rare...
Well, not necessarily referring to the saboteur here but I've played trappists and typically you would synergize with one or more members of the party who push or pull enemies with special attacks or maneuvers. I can't think of the names of any off the top of my head but there are various feats and class abilities that would fit the bill.
As for the saboteur, it was intended to be a roguish type with a specialization in planning for combat - so I wanted to make the rewards for doing so substantial. It sounds like I've made them too good in places, and in others not enough.
The original inspiration for the class was Firefly, from GI Joe. He was always my favorite master of Arishikage (he was the Faceless Master, in case ya'll don't read decades old comics). Some of the abilities, like series, will effectively let you make a small "wall" or line of traps. While Deadman's Switch lets you play with some very interesting circumstances, like you've set a deadly trap somewhere near an enemy's valuables and killing you will destroy them.
If the intent isn't clear, and I think it's been established that it's not, I'll have to work to focus the class a bit.
| Kuma |
A lot of revisions have been made and one of the core abilities (bomber) has been added back in. Not sure how that got removed in the first place, I am a bad editor.
I'd love it if anyone would like to take another look and tell me what they think, the link is still the same.
(I haven't fixed the trap damage and descriptions fully yet. Suggestions in that regard welcome.)