Scro Saboteur

Description: The Scro Saboteur is a weapons expert skilled in the use of explosives an poison to destroy bridges, enemy bases, spelljamming vessels and other important military targets. The Saboteur is trained to carry out his mission in a small amount of time and return to friendly forces while causing the most damage to enemy (Elven) forces.

Role: The Scro Saboteur represents the most deadly soldier amongst the scro forces. Cunning to the core, the Scro Saboteur is seen as an elite warrior among the scro, which in itself is a high honor. Scro live to fight and blow things up; two things the Scro Saboteur excels in.

Secondary Skills: Up to the DM

Weapon Proficiencies: Any as per warrior class.

Nonweapon Proficiencies: Bonus: Survival, Demolitions. Recommended: (General) Observation; (Wizard) Engineering-does not require the loss of an extra slot, (Warrior) Set Snares, Survival.

Equipment: Scro Saboteurs can purchase equipment as normal for their class. Also, smokepowder bombs will be given out to the Saboteur upon taking a mission.

Special Benefits: Scro Saboteurs work fairly often with explosives, and are given smokepowder bombs. However, the Saboteur's commanders decide how much smokepowder bombs the Saboteur will carry. Wasteful use of smokepowder is extremely discouraged, and abuse of this benefit will result in the Saboteur being discharged or worse, killed.

Also, Saboteur's work with poisons, although not as often as with smokepowder. Scro Saboteurs main targets when working with poison are food and water stockpiles, ventilation ducts in military bases, and in spelljammers. Although poison is much more common compared to smokepowder, the DM is advised not to be overly generous to low level Saboteurs.

At second level, Scro Saboteurs gain the natural ability to Produce Delayed Flame (see below) once per day, and one additional time per day per two levels (i.e. again at 3rd, 5th, etc.). This is an innate ability to call into being a spell that will trigger their bombs. This minor ability is gained from their training with the scro warpriests. The ability is useful only for igniting smokepowder bombs, or setting fire to wooden buildings and dry fields.

Scro Saboteurs are also able to use wizard and priest scrolls, which come in handy if the Saboteur has run out of his alloted delayed flame spells. They do this as a thief of the same level.

Special Hindrances: Scro Saboteurs must return to a scro base or spelljammer fairly soon after their mission in order to report to superiors and to re-stock on bombs and poisons. They are also required to perform various missions at the behest of their superior officers, war priests, etc. Failure to do so results in immediate execution. Should give the DM a reason for the character to go to various places.

Enemy forces are likely to attack a Scro Saboteur on sight, as the ability to destroy is well known.

Wealth Options: Same as for Warriors.

Races: Only the Scro.

New Proficiency

Demolitions

1 slot (Warrior); Intelligence, no modifier

Demolitions provides the character with an advanced knowledge in the use and workings of explosives and detonation devices for the purpose of blowing up bridges, buildings and sabotage. The character is able to determine the best placement of the explosive device in order to maximize the destructive blast. It also means the strategic placement of mines and booby traps. This will increase the character's awareness of suspicious rope, string and wire. Due to their training, they have a base F/RT score of 5%, in addition to any DEX and racial modifiers. Every two levels, the character gets an additional 5% added. This should provide for a way to disarm common booby traps.

New Spell

Produce Delayed Flame (Invocation)

Range: Touch
Components: V
Duration: up to 1 hour per level
Casting Time: 1
Area of Effect: 1 object
Saving Throw: None

The Produced Delayed Flame spell is designed to bring into being a small, brief flash of flame. This is extremely useful to ignite smokepowder bombs or set fire to buildings. The caster must physically touch the object he wishes to ignite, then mentally setting the timer. The caster can will the flame to come into being instantly, or as much as one hour per level later. The caster can cancel the spell at any time, though this requires a touch, and it can also be dispelled by a Dispel Magic. Another caster may use this spell to cancel out the previous delayed flame, setting his own timer or cancelling the spell completely, effectively diffusing the bomb. When used against a living target, it does at most 1 hp of damage.

New Equipment

Smokepowder Bombs, basic

Cost: Whatever the market will bear

The basic smokepowder bomb consists of(usually) a small, round or square casing which holds the charges of smokepowder. The containers are made out of Gy'thalack wood, a tree found primarily on the scroomeworld of Dukagsh and a few other planets scattered about the spheres. The bark of the Gy'thalack tree can be treated with it's own sap to form a flexible and tough covering that is worked into a receptacle for smokepowder charges. A stopper is put into the hole where the powder is deposited to prevent it from seeping out, and a short rope-fuse emerges from inside. The treated bark receptacle is highly susceptible to flame, and will swiftly burn away, leaving the powder exposed to the burning flame. One charge of smokepowder does 1d2 damage; the usual basic bomb can inflict 6d2 points of damage.

Smokepowder Bomb, anti-personnel

Cost: Whatever the market will bear

The anti-personnel bomb is features the same design as that of the basic bomb, except it is additionally packed with tiny caltrops or other shrapnel. A damage of 2d2 is inflicted from the powder and an additional 2d4 points for flying shrapnel. Nicknamed the 'shredder' by the scro.

Smokepowder Bomb, high-explosive

Cost: same as above (may be rare or common as per your campaign)

The high-explosive bomb has a greater blast area. This is the primary explosive used by Saboteurs to blow things up. The high-explosive is also packed with dehydrated greek fire. The high-explosive contains 4 charges of smokepowder with dehydrated greek fire mixed in. The high-explosive bomb inflicts 5d10 points of damage, affecting a radius of 12-15 ft.

Grenades

Cost: 50 gp

Grenades are the common weapon of Scro Saboteurs, each Saboteur carrying a half dozen to a dozen grenades at one time. Scro weapons engineers use small, clay globes to hold the corrosive liquid. A fuse is used for those without the delayed flame spell. The grenade is thrown at a target, the lit fuse or flame spell igniting the liquid in a fiery explosion. Grenades do 1d10 points of damage.

Fuses are usually set to go off in less than one round, which is determined by the DM (10-15 seconds is recommended).

Bibliography