Hermetic Saboteur
"Drive them into the alcove. I've arranged a little welcome for them there."
Prerequisite: WizardFew 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.
Psychic DetonationsHermetic 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 use the Psychic Detonations Attack power the first time it is triggered.
Special: Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power.
Psychic Detonations Attack
You tap on the floor, and three illusory traps are set under the feet of your enemies.
Encounter ✦ Arcane, Illusion, Implement, Psychic
Opportunity Action Close burst 1
Requirement: The Psychic Detonations power must be active to use this power.
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.
Sabotage TrapHermetic Saboteur Attack 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 WardHermetic 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 use the Saboteur's Ward Attack power, using a square within the zone as the origin square.
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.
Saboteur's Ward Attack
You have a punishing response to those who are foolish enough to attack you.
Encounter ✦ Arcane, Implement, Psychic, Zone
Opportunity Action Close burst 10
Requirement: The Saboteur's Ward power must be active to use this power.
Trigger: A creature in the 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).
Published in Arcane Power, page(s) 118.