- “Drive them into the alcove. I’ve arranged a little welcome
for them there.”
Prerequisite: Wizard
Few things please you more than creating nasty magical surprises for your foes. Although your traps are
illusory, they are no less deadly to foes who stumble
into them. As well, you love to add your own arcane
flourishes to mundane traps, catching enemies
off guard when they believed themselves safe.
Admittedly, you might take unseemly glee in your
phantasmal pyrotechnics. But wreaking havoc is so
much fun!
Still, you must not incur your companions’ wrath
by scattering such deadly tricks too liberally, or putting them where they could be triggered by accident.
So you are careful . . . as careful as a saboteur can be.
Hermetic Saboteur
Path Features
Attune Target (11th level): Once per encounter, when you use a wizard power that is a blast, a
burst, or a wall, you can choose one square within 20
squares of you as that power’s origin square instead of
its normal origin square.
Saboteur’s Action (11th level): When you spend
an action point to use an area or close wizard attack
power, all targets of that power grant combat advantage to you until the end of your next turn.
Adjust Attunement (16th level): All targets of
attack powers affected by your Attune Target path
feature grant combat advantage to you until the end
of your next turn, regardless of whether those targets
were hit or missed by your attacks.
Hermetic Saboteur Spells
Psychic Detonations Hermetic Saboteur Attack 11
You tap on the floor, and three illusory traps are set under the
feet of your enemies.
Encounter ✦ Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Effect: You bring into being three illusory traps in three
separate squares that last until the end of your next turn.
Each trap can make the following attack the first time it
is triggered.
Opportunity Action Close burst 1
Trigger: A creature starts its turn in or moves adjacent to a
square containing a trap
Target: The triggering creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the
target is knocked prone.
Special: Triggering this attack is considered triggering a
trap for the purpose of your sabotage trap power.
Sabotage Trap Hermetic Saboteur Utility 12
Sometimes the wrong person triggers the trap. Fortunately, you
have an answer for that.
Encounter ✦ Arcane, Teleportation
Immediate Interrupt Ranged 10
Trigger: A creature triggers a trap within range
Primary Target: The triggering creature
Secondary Target: A different creature within 10 squares
of the primary target
Effect: The primary target and secondary targets swap
positions, and the secondary target is considered to have
triggered the trap. If the secondary target is you or an ally,
he or she gains a +4 bonus to all defenses against that
trap’s attacks until the end of the secondary target’s next
turn.
Saboteur’s Ward Hermetic Saboteur Attack 20
You have a punishing response to those who are foolish enough
to attack you.
Daily ✦ Arcane, Implement, Psychic, Zone
Standard Action Close burst 10
Effect: The burst creates a zone of warding magic that
lasts until the end of your next turn. You can make the
following attack, using a square within the zone as the
origin square.
Opportunity Action Close burst 10
Trigger: A creature in burst makes an attack roll against
you
Target: The triggering creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage.
Effect: The target is dazed (save ends).
Special: Triggering this attack is considered triggering a
trap for the purpose of your sabotage trap power.
Sustain Minor: The zone persists. When you move, the zone
moves with you, remaining centered on you, unless you
used your Attune Target path feature to change the origin
square of the burst. In that case, you can move the zone 5
squares as a move action.