Ambusher

Most saboteurs are fine as lone agents, but not all choose to do so. Strength in numbers is a very valid tactic, and when the job calls for attacking a traveling caravan or a platoon of soldiers, the ambusher makes sure to bring enough allies to swing the odds in her favor.

Ambush Trap I

At 2nd level, the ambusher adds summon monster I to her assembly book as a 1st-level trap. When a creature triggers a trap with a summon monster effect, a creature is summoned, serving the ambusher as per the spell and otherwise being treated as a summoned creature. Rather than staying within close range (25 ft. + 5 ft./2 levels) of the ambusher, the summoned creature(s) must remain within that range of the trap’s location.

The ambusher must determine what creature(s) that the trap will summon when she places the trap. The creatures are summoned in the nearest available space from the trap’s location. If the ambusher has line of sight to the trap when it triggers, she can change which creature is summoned at the time of triggering, and can cause the creature to appear in any location within the spell’s normal range. The Augment Summoning feat can be applied to these creatures.

This ability replaces the saboteur trick gained at 2nd level.

Surprise Attack (Ex)

At 3rd level, an ambusher adds her Intelligence bonus to her initiative checks, in addition to her Dexterity bonus. Should she successfully attack an opponent during the surprise round, she may use her saboteur’s mark on that target as a free action. She can also mark a target as a free action when a creature triggers one of her traps. She can still only maintain one mark at a time.

This ability replaces hidden spotter.

Ambush Trap II

At 5th level, the ambusher adds summon monster II to her assembly book as a 2nd-level trap.

This ability replaces swift sabotage.

Ambush Trap III

At 9th level, the ambusher adds summon monster IV to her assembly book as a 3rd-level trap.

This ability replaces improved mark.

Ambush Trap IV

At 11th level, the ambusher adds summon monster V to her assembly book as a 4th-level trap.

This ability replaces ranged setup.

Ambush Trap V

At 14th level, the ambusher adds summon monster VII to her assembly book as a 5th-level trap.

This ability replaces the saboteur trick gained at 14th level.

Ambush Trap VI

At 17th level, the ambusher adds summon monster IX to her assembly book as a 6th-level trap.

This ability replaces greater mark.

Always Prepared (Ex)

At 19th level, an ambusher’s initiative roll is automatically a natural 20, and she is never surprised.

This ability replaces instant sabotage.

Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore

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