To qualify to become an epic infiltrator, a character must fulfill all the following criteria.
Alignment: Any nonchaotic.
Special: Must have successfully spent one month using the
Disguise skill to pose as someone else.
The epic infiltrator's
class skills (and the key ability for each skill) are
Appraise (Int),
Balance (Dex),
Bluff (Cha),
Climb (Str),
Craft (Int),
Decipher Script (Int),
Diplomacy (Cha),
Disable Device (Int),
Disguise (Cha),
Escape Artist (Dex),
Forgery (Int),
Gather Information (Cha),
Hide (Dex),
Intimidate (Cha),
Jump (Str),
Listen (Wis),
Move Silently (Dex),
Open Lock (Dex),
Profession (Wis),
Sense Motive (Wis),
Sleight of Hand (Dex), and
Spot (Wis).
Skill Points at Each Level: 8 + Int modifier.
Table: The Epic Infiltrator
Weapon and Armor Proficiency: An epic infiltrator is proficient with all simple and martial
weapons, all
armor, and shields.
Improved Cover Identity (Ex/Su): At 1st level, an epic infiltrator establishes three specific
cover identities, plus one additional
cover identity every four levels thereafter. While operating in a
cover identity, the epic infiltra-tor gains a +4 circumstance bonus on
Disguise checks and a +2 circumstance bonus on
Bluff and
Gather Information checks. When the epic infiltrator has the option of adding a new
cover identity, he or she may instead work on further perfecting a
cover identity already possessed. An
improved cover identity grants a +6 circumstance bonus on
Disguise checks and a +4 circumstance bonus on
Bluff and
Gather Information checks while operating in that identity. A specific cover identity may be improved multiple times, each time adding +2 to the bonuses. It is impossible to detect the epic infiltrator's
alignment with any form of
divination. This ability functions exactly like an
undetectable alignment spell, except that it is always active as a supernatural ability. Only divinations are confounded; spells that function only against certain alignments affect the epic infiltrator normally. Should the epic infiltrator
wish to "retire" a
cover identity and develop a new one, he or she must spend one week practicing the new identity before he or she earns the bonuses.
Cover identities do not in themselves provide the epic infiltrator with additional
skills, proficiencies, or
class features that others might expect of the pretended professions. The epic infiltrator can switch
cover identities or don a
disguise using the
Disguise skill in 1d3 minutes. He or she can also put on or take off
armor in one-half the normal time.
Sneak Attack: If an epic infiltrator can catch an opponent when the opponent is unable to defend effectively from his or her attack, he or she can strike a vital
spot for extra
damage. Any time the epic infiltrator's target would be denied his or her Dexterity bonus to AC (whether he or she actually has a Dexterity bonus or not), the epic infiltrator's attack deals +1d6 points of
damage. This extra
damage increases by +1d6 points every three levels. Should the epic infiltrator score a critical hit with a
sneak attack, this extra
damage is not multiplied. Ranged attacks can only count as
sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the epic infiltrator can make a
sneak attack that deals subdual
damage instead of normal
damage. He or she cannot use a
weapon that deals normal
damage to deal subdual
damage in a
sneak attack, not even with the usual -4 penalty. An epic infiltrator can only
sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to
sneak attacks. Also, the epic infiltrator must also be able to see the target well enough to pick out a vital
spot and must be able to reach a vital
spot. The epic infiltrator cannot
sneak attack while striking at a creature with
concealment or by striking the limbs of a creature whose vitals are beyond reach. If an epic infiltrator gets a
sneak attack bonus from another source, the bonuses to
damage stack.
Specialist Training (Ex): At 2nd level, the epic infiltrator gains the benefit of focusing his or her
craft on a particular type of work, specializing in one of the following categories and receiving a +3 bonus on all checks with the listed
skills. Every three levels thereafter, the epic infiltrator gains
specialist training again. He or she may select the same category more than once.
Read Thoughts (Su): Beginning at 3rd level, the epic infiltrator can
detect thoughts as the spell cast by a 15th-level caster, except that it targets a single mind. Every four levels thereafter, the epic infiltrator can per-form this ability one additional time per day.
Far Senses (Su): Starting at 4th level, the epic infiltrator can extend his or her
vision or hearing into an area beyond his or her normal range, once per day, to a distance of 20 feet plus an additional 20 feet per epic infiltrator level. The epic infiltrator must have personally visited the physical location earlier to use
far senses on it. Barriers do not impede
far senses, and
low-light vision or
darkvision function normally if the epic infiltrator has one or both of those abilities.
Far senses can also apply to the epic infiltrator's
read thoughts ability. Every two levels beyond 4th the epic infiltrator can
perform this ability one additional time per day. This ability functions as the
clairaudience/clairvoyance spell cast by a 15th-level caster, except for the limit on range, the need to know the locale beforehand, and
the ability to use the
read thoughts ability.
Mind Blank
(Sp): At 3rd level, the epic infiltrator can become immune to all mind-affecting spells and divinations once per day, plus one additional time per day every eight levels thereafter. This ability works as the
mind blank spell cast by a 15th-level caster.