Infiltrator"Would I lie to you?" [name]
Making an InfiltratorInfiltrators prefer to get things done covertly, but they are quite capable of throwing down in a fight if need be.
Abilities: Dexterity aids in many of an infiltrator's skills, and can boost his chances to hit if he has weapon finesse. Charisma determines the save DCs of his invocations and helps him talk his way out of trouble. Many infiltrators invest in intelligence, both to gain more skill points, and to aid them in dealing with traps. While he may find his ability scores stretched thin, no infiltrator can afford to allow his constitution to be too low.
Races: Elves and halflings take quite readily to the skills of an infiltrator, due to their natural finesse. Gnomes are well suited to operating in darkness, and their affinity for mechanisms often leads them to be interested in the skills of a trapsmith. Humans born to poverty and living in crime-stricken slums often become infiltrators as a means of survival. Dwarves and orcs are typically disinclined to pursue this path.
Alignment: Infiltrators tend toward neutrality. A pragmatic outlook tends to improve chances of survival in the sort of life they typically lead. However, infiltrators can be of any alignment.
Starting Gold: 5d4x10 gp (125 gp).
Starting Age: As rogue.
Hit Die: d8
Level | Attack | Fort | Ref | Will | Special | Invocation Level | Invocations Known |
1 | 1 | 0 | 2 | 2 | Trapfinding | Least | 1 |
2 | 2 | 0 | 3 | 3 | Uncanny dodge | Least | 2 |
3 | 3 | 1 | 3 | 3 | Eldritch channeling, trap sense | Least | 2 |
4 | 4 | 1 | 4 | 4 | Poison use | Least | 3 |
5 | 5 | 1 | 4 | 4 | Improved uncanny dodge | Least | 3 |
6 | 6 | 2 | 5 | 5 | | Lesser | 4 |
7 | 7 | 2 | 5 | 5 | Fast stealth | Lesser | 4 |
8 | 8 | 2 | 6 | 6 | | Lesser | 5 |
9 | 9 | 3 | 6 | 6 | Slay the unwary (spell resistance) | Lesser | 5 |
10 | 10 | 3 | 7 | 7 | | Lesser | 6 |
11 | 11 | 3 | 7 | 7 | | Greater | 7 |
12 | 12 | 4 | 8 | 8 | Stealth skill mastery | Greater | 7 |
13 | 13 | 4 | 8 | 8 | Eldritch channeling (full attack) | Greater | 8 |
14 | 14 | 4 | 9 | 9 | Hide in plain sight | Greater | 8 |
15 | 15 | 5 | 9 | 9 | | Greater | 9 |
16 | 16 | 5 | 10 | 10 | | Dark | 10 |
17 | 17 | 5 | 10 | 10 | ??? | Dark | 10 |
18 | 18 | 6 | 11 | 11 | | Dark | 11 |
19 | 19 | 6 | 11 | 11 | ??? | Dark | 11 |
20 | 20 | 6 | 12 | 12 | Slay the unwary (saves) | Dark | 12 |
Class Skills (6 + int per level x4 at 1st level): Appraise, Balance, Bluff, Climb, 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, Profession, Search, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope
Weapon and Armor Proficiency:You are proficient with simple weapons, except longspear, shortspear, and spear. You are also proficient with hand crossbow, repeating heavy crossbow, repeating light crossbow, kukri, rapier, sap, shortbow, short sword, and shuriken.
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 gain trapfinding, as the rogue class feature.
Uncanny Dodge (Ex):At 2nd level, you gain uncanny dodge, as the barbarian class feature.
Eldritch Channeling (Su):This functions as a duskblade's arcane channeling ability, except that it functions with invocations, rather than spells.
Trap Sense (Ex):At 3rd level, you gain trapsense, as the rogue class feature. Your bonus is equal to 1/3 your infiltrator level, rounded down.
Poison Use (Ex):From 4th level on, you no longer risk poisoning yourself when applying poison to a blade.
Improved Uncanny Dodge (Ex):At 5th level, you gain improved uncanny dodge, as the barbarian class feature.
Fast Stealth (Ex):Beginning at 7th level, you do not take the usual -5 penalty to hide and move silently when moving your full speed. Neither do you take the usual -20 penalty to hide and move silently while running. You still take the normal penalties if you try to use these skills while attacking or charging.
Slay the Unwary:Beginning at 9th level, when you use your eldritch channeling ability against an enemy that is denied his dexterity bonus to AC, the invocation ignores any spell resistance (or spell immunity) he might have.
Beginning at 20th level, when you use your eldritch channeling ability against an enemy that is denied his dexterity bonus to AC, he takes a -10 penalty on any saving throw offered by the invocation.
Stealth Skill Mastery (Ex):Beginning at 12th level, you can take 10 on hide and move silently checks, even when stress and distractions would normally prevent that.
Hide in Plain Sight (Ex):At 14th level, you gain hide in plain sight, as the shadowdancer ability.
Playing an InfiltratorReligionYou are most likely to offer prayers to gods of luck or thievery, but you'll take almost any divine help you can get.
Other Classes???
Combat???
AdvancementThere are no schools that teach the skills of an infiltrator. At most, you have informal mentorship. Or, failing that, you just have to figure things out for yourself.