Infiltrator"When you do things right, people won't be sure you've done anything at all."
Unknown
Making an InfiltratorAbilities: The sneak attack ability tends to encourage two-weapon fighting. Any infiltrators wishing to pursue that line of feats will need a good dexterity score. Charisma aids those invocations that force a saving throw.
Races: Most infiltrators are human, but gnomes and halflings also make good infiltrators.
Alignment: Infiltrators are almost never lawful.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As rogue.
Hit Die: d6Level | Attack | Fort | Ref | Will | Special | Invocation Level | Invocations Known |
1 | 0 | 0 | 2 | 2 | Trapfinding | Least | 1 |
2 | 1 | 0 | 3 | 3 | Evasion | Least | 2 |
3 | 2 | 1 | 3 | 3 | Sneak attack +1d6 | Least | 2 |
4 | 3 | 1 | 4 | 4 | Uncanny dodge | Least | 3 |
5 | 3 | 1 | 4 | 4 | | Least | 3 |
6 | 4 | 2 | 5 | 5 | Sneak attack +2d6 | Lesser | 4 |
7 | 5 | 2 | 5 | 5 | Poison use | Lesser | 4 |
8 | 6 | 2 | 6 | 6 | Improved uncanny dodge | Lesser | 5 |
9 | 6 | 3 | 6 | 6 | Sneak attack +3d6 | Lesser | 5 |
10 | 7 | 3 | 7 | 7 | Eldritch treachery (spell resistance) | Lesser | 6 |
11 | 8 | 3 | 7 | 7 | Improved evasion | Greater | 7 |
12 | 9 | 4 | 8 | 8 | Sneak attack +4d6 | Greater | 7 |
13 | 9 | 4 | 8 | 8 | Poison immunity | Greater | 8 |
14 | 10 | 4 | 9 | 9 | Hide in plain sight | Greater | 8 |
15 | 11 | 5 | 9 | 9 | Eldritch alacrity, sneak attack +5d6 | Greater | 9 |
16 | 12 | 5 | 10 | 10 | | Dark | 10 |
17 | 12 | 5 | 10 | 10 | | Dark | 10 |
18 | 13 | 6 | 11 | 11 | Sneak attack +6d6 | Dark | 11 |
19 | 14 | 6 | 11 | 11 | | Dark | 11 |
20 | 15 | 6 | 12 | 12 | Eldritch treachery (saves) | Dark | 12 |
Class Skills (6 + int per level x4 at 1st level): Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (local), Knowledge (nobility and royalty), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope
Weapon and Armor Proficiency:You are proficient with all simple weapons, plus the hand crossbow, kukri, rapier, sap, scimitar, shortbow, and short sword.
You are proficient with light armor, but not with shields.
Your infiltrator invocations do not suffer a spell failure chance from light armor. You suffer the normal spell failure chance for medium or heavy armor, or shields, however.
Invocations:You use invocations, like a warlock or dragonfire adept, except that your invocations are drawn from the infiltrator class list.
Trapfinding (Ex):You can use the Search skill to locate traps with a DC higher than 20. You can use the Disable Device skill to disarm magic traps. This functions identically to the rogue class feature.
Evasion (Ex):Beginning at 2nd level, if you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.
Sneak Attack (Ex):You gain sneak attack (as the rogue ability) equal to +1d6 per 3 class levels.
Uncanny Dodge (Ex):Starting at 4th level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you lose your Dexterity bonus to AC if immobilized.
If you already have uncanny dodge from a different class you automatically gains improved uncanny dodge instead.
Poison Use (Ex):You do not risk accidentally poisoning yourself when you apply poison to a weapon.
Improved Uncanny Dodge (Ex):You gain improved uncanny dodge, as the rogue ability.
Eldritch Treachery (Ex):Your invocations are more effective against targets who are denied their Dexterity bonus to AC against your attacks, and enemies that you flank. Beginning at 10th level, your invocations ignore any spell resistnace (or spell immunity) possessed by such creatures. Beginning at 20th level, these creatures must roll twice and take the worse result on any saving throws allowed by your invocations.
Eldritch Alacrity:You gain an extra swift (or immediate) action each round. This action can only be used to cast an invocation.
Eldritch Treachery:Beginning at 10th level, you can ignore the spell resistance (or spell immunity) of any enemy who is denied his dexterity bonus against your attacks. Beginning at 20th level, enemies who are denied their dexterity bonus against your attacks also have more difficulty when making saving throws against your invocations. They must roll twice, and take the worse result.
Improved Evasion (Ex):Beginning at 11th level, when using the evasion ability, you take only half damage even on a failed save.
Poison Immunity (Ex):At 13th level, you gain immunity to poison.
Hide in Plain Sight (Ex):Beginning at 14th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.