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Infiltrator

(Source: Hand of Shadow)

Requirements

Alignment: Any evil.
Skills: Bluff 8 ranks, Disguise 5 ranks, Gather Information 8 ranks.
Feats: Inconspicuous.
Special: The character must have contacts within the resistance movement, whether on a local or greater scale. Even good relations with a small cell of freedom fighters is sufficient, so long as they are connected to a larger resistance network.

Infiltrator
© Eden Celeste


Hit Die: d6.

Class Skills: Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Infiltrators gain no additional proficiencies with either weapons or armor.

Aura of Trust (Ex): The distrust inherent within the resistance, especially for outsiders, prevents many of the dark god's agents from gaining a foothold within the disparate freedom-fighting cells throughout the land. Only agents who can project the proper air of honesty and trustworthiness can hope to infiltrate the organizations who oppose the Shadow.

Infiltrators know what to say to set the suspicions of those around them at ease. At 1st level, NPCs' attitudes toward the infiltrator are automatically one category higher than they would be by default. Furthermore, infiltrators gain a competence bonus to Bluff and Diplomacy checks equal to one-half their infiltrator class level (round down).

Resistance Contacts (Ex): The infiltrator's assignment requires him to make friends and contacts within the resistance movement. He may know one or more resistance fighters, having met them in an alehouse; alternatively, he may have told a local resistance cell leader an elaborate story detailing how orcs killed his family, thereby gaining his sympathy and trust. Regardless of the specifics, his association with these rebels grants him several benefits at 1st level, such as favors and access to priveleged information.

In order to use this ability, the infiltrator must first attempt to make contact with someone that he knows, either directly or through association. After spending a full day attempting to make contact, he must make a Gather Information check. The DC for the check varies by the magnitude of the favor sought, as shown in the table below. Of course, the DM may simply rule that no contact is available in his current location.

Once contact has been made, the infiltrator must still convice the contact to grant the desired favor. This can take the form of a bribe, a threat, or simple diplomacy, but success is never guaranteed. The DM should feel free to make things as difficult for the infiltrator as he wishes, but the DC for any skill check associated with getting the favor should rarely be higher than the Gather Information check needed to approach the contact in the first place.

Resistance Contacts
DC Level of Information Sought
20 Minor: Information on immediate plans, information on local weapons dealers
25 Major: Information on short-term plans, provide a safe-house from Shadow forces
30+ Incredible: Information on long-term plans, introduction to a powerful rebel leader

Bonus Feat (Ex): At 2nd and 6th levels, the infiltrator gains a bonus feat chosen from the following list: Acrobatic, Agile, Alertness, Deceitful, Deft Hands, Drive It Deep, Improved Initiative, Investigator, Iron Will, Negotiator, Nimble Fingers, Persuasive, Quick Draw, or Stealthy. The infiltrator must sill meet all prerequisites for a bonus feat.

Rite of Hidden Intent (Ex): At 4th level, infiltrators are trained in a mystic ritual that allows them to conceal their thoughts from those around them without provoking suspicion. The ritual, known as Rite of Hidden Intent, requires that the infiltrator meditate quietly in a place devoid of all light for at least 10 minutes each day, uttering silent prayers to the dark god. An infiltrator that does not perform this meditation after 24 hours loses the benefits below until he performs it.

Once complete, the ritual causes the infiltrator's alignment on the good-evil axis to appear to magical divinations to be good. The infiltrator is still considered evil for the purposes of spells like holy smite and unholy smite, picking up and using holy or unholy weapons, etc. In addition, the infiltrator gains a +4 profane bonus to Will saves against any mind-affecting spells that are cast with the intent of forcing him to reveal his true allegiances. This would include spells like detect thoughts and zone of truth, or even a suggestion that the infiltrator describe his true allegiances, but not a confusion or dominate person spell cast during combat.

Sneak Attack (Ex): At 3rd level, an again at every other level thereafter, the infiltrator gains 1d6 sneak attack damage. This ability is exactly like the rogue ability of the same name. If the infiltrator gains sneak attack damage from another source, such as rogue levels, the bonus damage stacks.

Sweet Betrayal (Ex): Infiltrators find it a simple matter to use the trust of their would-be allies against them. At 8th level, when making a melee attack against a character whose attitude towards him is helpful, the infiltrator automatically inflicts a critical hit (assuming he hits; the target is considered flat-footed against the infiltrator).

Killing Blow (Ex): A 10th-level infiltrator's ability to snuff out the lives of friends and foes alike is uncanny. When making a sneak attack against a flat-footed opponent, the threat range of any weapon that the infiltrator uses is doubled. This bonus does not stack with the Improved Critical feat or other effects that increase a weapon's threat range, like the keen edge spell.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 Aura of trust, resistance contacts
2nd +1 +0 +3 +3 Bonus feat
3rd +2 +1 +3 +3 Sneak attack +1d6
4th +3 +1 +4 +4 Rite of Hidden Intent
5th +3 +1 +4 +4 Sneak attack +2d6
6th +4 +2 +5 +5 Bonus feat
7th +5 +2 +5 +5 Sneak attack +3d6
8th +6 +2 +6 +6 Sweet betrayal
9th +6 +3 +6 +6 Sneak attack +4d6
10th +7 +3 +7 +7 Killing blow