- “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.