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.
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.
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.