To qualify to become an Infiltrator, a character must fulfill the following criteria.
Skills: Hide 6 ranks, Move Silently 6 ranks.
Action Points: 6 + one-half character level, rounded down, every time the infiltrator attains a new level in this class.
The Infiltrator's
class skills (and the key ability for each skill) are:
Balance (Dex),
Climb (Str),
Disable Device (Int),
Disguise (Cha),
Escape Artist (Dex),
Hide (Dex),
Investigate (Int),
Jump (Str), Knowledge (art, business, current events, popular culture, streetwise) (Int),
Listen (Wis),
Move Silently (Dex),
Profession (Wis),
Read/Write Language (none),
Search (Int),
Sleight of Hand (Dex),
Speak Language (none),
Spot (Wis),
Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier.
An Infiltrator knows how to size up an area and get the lay of the land in a single
sweep of his or her eyes. This
sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter.
Anything not concealed can be spotted in a
sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.
At 2nd level, an Infiltrator no longer takes a -4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a -4 penalty when using the Climb and Disable Device
skills without the proper
tools.
At 3rd, 6th, and 9th level, the Infiltrator gets a
bonus feat. The
bonus feat must be selected from the following list, and the Infiltrator must meet all the prerequisites of the feat to select it.
Acrobatic,
Alertness,
Armor Proficiency (light),
Athletic,
Attentive,
Brawl,
Cautious,
Defensive Martial Arts,
Dodge,
Elusive Target,
Meticulous,
Mobility,
Nimble,
Renown,
Run,
Stealthy.
If an Infiltrator of 4th level or higher is exposed to any effect that normally allows a character to attempt a Reflex
saving throw for half
damage, the Infiltrator suffers no
damage if he or she makes a successful
saving throw and only half
damage on a failed save.
Improved evasion can only be used when wearing light armor or no armor.
At 5th level, an Infiltrator selects a number of
skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these
skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so.
At 7th level, an Infiltrator's attacks with improvised weapons deal more
damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the
damage it deals.
At 8th level, an Infiltrator's ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger's strength compared to the Infiltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
At 10th level, when an Infiltrator uses any of the following
skills:
Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Infiltrator's activity take a -4 penalty.
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