Some thieves are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The saboteur may have started out putting together traps in order to better understand how to disable them, but for most, it’s long since gone beyond that—they now relish the challenge of creating the perfect combat machine.
The saboteur is an archetype of the thief class.
Careful Disarm (Ex)
At 4th level, whenever a saboteur attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
This ability replaces uncanny dodge.
Trap Master (Ex)
At 8th level, whenever a saboteur disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires.
This ability replaces improved uncanny dodge.
The following thief talents complement the saboteur archetype: befuddling strike, cunning trigger, quick disable, and quick saboteur.
Advanced Thief Talents
The following advanced thief talents complement the saboteur archetype: another day, frugal saboteur, and skill mastery.