Infiltrator (3.5e Class)
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Making an Infiltrator
Abilities: All Infiltrators benefit most from having a high dexterity score. Intelligence is also a hallmark of the most successful Infiltrators, allowing them to be skilled in more areas than their colleagues and granting them access to arcane spells.
Characteristics: Infiltrators are master thieves with precision honed skills of stealth, burglary, and escape. A Infiltrator is adept at scaling walls of buildings, bypassing locks or traps, quietly creeping past guards, hiding from detection, and sliding down the wall to safety. Infiltrators are smooth talkers with quick wits who have a sixth sense when it comes to avoiding danger.
Races: While any race can be an Infiltrator, the most common Infiltrators belong to races short in stature. Although it's the most agile of races that make the best Infiltrators, because of their particularly keen hand-eye coordination and reflexes. Bulkier larger races tend to find the work of an Infiltrator more difficult, especially when it comes to hiding in potentially small areas, and remaining unseen.
Alignment: Infiltrators come in all alignments, but seeing as Infiltrators are in the business of thievery, most Infiltrators tend to not be lawful good.
Starting Gold: 6d6 times 10 gp (360 gp).
All of the following are class features of the Infiltrator.
Weapon and Armor Proficiency: Infiltrators are proficient with all simple weapons, plus their racial weapon, bolas, hand crossbow, kukri, rapier, sap, shortbow, short sword, spiked chain and whip. Infiltrators are proficient with light armor, but not with shields.
Detect: The Infiltrator gains the ability to detect traps, as the spell detect pits and snares, objects, as locate object, and secret doors, as detect secret doors. She can do this 1/day at first level. This goes to 2/day at 5th level, followed by 3/day at tenth level, 4/day at 15th level, and 5/day at 20th level.
Sneak Attack: If a Infiltrator can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Infiltrator’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Infiltrator flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Infiltrator levels thereafter. Should the Infiltrator score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 50 feet.
With a sap (blackjack) or an unarmed strike, a Infiltrator can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Infiltrator can not only sneak attack living creatures with discernible anatomies but also —undead, constructs, oozes, and plants, creatures lack vital areas to attack because of their intense training in this art. Any creature that is incorporeal is still not vulnerable to sneak attacks. The Infiltrator must be able to see the target well enough to pick out a place to hit and must be able to reach such a spot. A Infiltrator cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Weapon Focus: Infiltrators are known for their agility and coordination, not their brute strength, at first level a Infiltrator gains Weapon Focus as a bonus feat, even if she does not qualify for the feat.
Point Blank Shot: point blank shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Sly Tongue: At second level, a Infiltrator's powers of persuasion grow as they do; however, it is still a facade. They gain a +5 competence bonus to diplomacy and a competence bonus equal to five plus the Infiltrator's class level to bluff checks against enemies, acquaintances, and complete strangers; however, this bonus is nullified against those who have traveled with her for 1 month within the past year. This ability, when applied to diplomacy, is nullified by a Sense Motive check of DC 15 + a character's class levels in Infiltrator.
Uncanny Dodge: Starting at 2nd level, a Infiltrator can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge: A Infiltrator of 4th level or higher can no longer be flanked.
Battle Reflexes: At 2nd level, a Infiltrator gains a +1 bonus on Reflex saves and initiative checks. This bonus increases to +2 at 11th level and to +3 at 20th level. A Infiltrator loses this bonus when wearing medium of heavy armor.
Hide in Plain Sight: While in any sort of terrain, whether natural or not, a Infiltrator of 3rd level or higher may make use the Hide skill even while being observed. A Infiltrator loses this benefit when wearing medium or heavy armor.
Insightful Strike: At 3rd level a Infiltrator becomes able to better place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls ( in addition to any strength she may have) with any light weapon, as well as any weapon that can be used with Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attacks or critical hits are immune to the Infiltrators insightful strike. A Infiltrator cannot use this ability when wearing medium or heavy armor.
Trapfinding: Infiltrators can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it. Hunters (and Infiltrators) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it. A Infiltrator who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Bonus Feat: A Infiltrator gains a bonus feat at 4th level and every 4th level there after (8, 12, 16, 20, etc)
Evasion: At 5th level and higher, a Infiltrator can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Infiltrator is wearing light armor or no armor. A helpless Infiltrator does not gain the benefit of evasion.
Adaptable Flanker: As a swift action, you designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying any other square you threaten for purposes of determining flanking bonuses for you and your allies. You also occupy your current square for flanking an opponent.
Ranged Flanking: For the purposes of flanking, when wielding a ranged weapon you count as though you have a reach equal to the distance from which you can gain bonuses to Point Blank Shot (normally 30'). Normal: You may only flank in melee.
Quick Ascend: A Infiltrator of 5th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end her move on a horizontal surface (such as the ground or a flat rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A Infiltrator only needs to have one hand free to use this ability. This ability can only be used if the Infiltrator is wearing light or no armor.
Precise Shot: precise shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Tricks of the Trade: As a Infiltrator levels they learn better ways of doing their job and learn the secrets of master thieves. Starting at 4th level, a Infiltrator gains a +2 bonus on Disable Device, Open Locks and Search checks. This bonus increases to +2 at 6th level, +4 at 13th level and +6 at 19th level.
Pocket full of Sunshine: At 6th level, a Infiltrator has become adept at using her surroundings to her advantage, even in the height of a tense situation. Given the presence of a fine material such as pebbles, dust, sand, or glass shavings, she may, as a standard action, cast this material into the space in front of her as a cone with a range of 20 feet. Impacted creatures must make a reflex save with a DC of 15 + (int mod) + one half the Infiltrator's character level. Failure results in 1d6 damage and blindness for 5 rounds. Regardless of pass or fail, impacted creatures are flat footed until the next round.
Flawless Stride: Starting at 7th level, a Infiltrator can move through any sort of terrain that slows movement (such as rubble, undergrowth, overgrown areas, natural thorns, briars and similar terrain) at her normal movement speed and without taking damage or suffering any other impairment. This ability also allows her to run and charge in situations where others cannot. She may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking her path. This ability enables her to run down steep stairs, leap down from a balcony and tumble over tables to get to her destination. Depending on the circumstances she still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let her move more quickly through terrain that has been magically manipulated to impede movement.
Swift Stealth: Starting at 7th level a Infiltrator can move stealthily even at a quick pace. He no longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he only takes a -10 penalty (instead of a -20 penalty) on Hide and Move Silently checks when running. (He still takes the normal -20 penalty when attacking or charging).
Danger Sense: Infiltrators are notoriously difficult to surprise. At 3rd level, a Infiltrator gains a +1 bonus to initiative rolls or a +1 bonus to all Spot and Listen checks. Every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level), the Infiltrator may either increase her bonus to initiative rolls by +1 or increase his bonus to Spot and Listen checks by +1.
Urban Camouflage: Beginning at 9th level, a Infiltrator can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor.(See the ranger class feature on page 48 of the Players Handbook).
Skill Mastery: At 10th level The Infiltrator becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Infiltrator may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Improved Evasion: At 11th level a Infiltrator gains Improved Evasion. This ability works like evasion, except that while the Infiltrator still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Infiltrator does not gain the benefit of improved evasion.
Improved Uncanny Dodge: A Infiltrator of 14th level or higher can no longer be flanked.
This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels allowing precision damage than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Shadowy Figure: At 17th level the Infiltrator is always considered to be taking 10 on hide and move silently even while walking around normally, unless the Infiltrator wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the Infiltrators presence.
Improved Evasion: This ability works like evasion, except that while the Infiltrator still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Infiltrator does not gain the benefit of improved evasion.
|21st||Sneak Attack +21d6,|
|22nd||Sneak Attack +22d6,|
|23rd||Sneak Attack +23d6,|
|24th||Bonus Feat, Sneak Attack +24d6,|
|25th||Tricks of the Trade +8, Sneak Attack +25d6, Detect 6|
|26th||Sneak Attack +26d6,|
|27th||Sneak Attack +27d6,|
|28th||Bonus Feat, Sneak Attack +28d6,|
|29th||Sneak Attack +29d6,|
|30th||Detect 7, Sneak Attack +30d6,|
8 + Int modifier skill points per level.
Bonus Feats: The epic Infiltrator gains a bonus feat every four levels after 20th.
Slow Fall: The epic Infiltrator at 25th level gains the ability to use a nearby wall to slow her descent and fall at any distance without harm.
Tricks of the Trade: At 25th level and every 6th level thereafter an epic Infiltrator gains an additional +2 competency bonus on all disable device, open locks and search checks.
The Infiltrator Starting Package
Weapons: Shortsword (1d6, crit 19-20/x2),
Skill Selection: Pick a number of skills equal to 8 + Dex modifier.
Feat: Nimble Fingers
Bonus Feats: Improved Initiative.
Gear: Padded Leather.
Gold: 6d6 X 10.