View Full Version : D&D 3.x Class Base Prestige Classes for 3.5: The Infiltrator

2014-11-02, 07:21 AM
Seriously, Epic Infiltrator sucks so much that its abilities may as well be non-epic.

The Infiltrator
1st+0+0+2+0Sneak Attack +1d6, Improved Cover Identity (1)
2nd+1+0+3+0Specialist Training
3rd+2+1+3+1Read Thoughts 1/day
4th+3+1+4+1Far Senses 1/day, Sneak Attack +2d6
5th+3+1+4+1Specialist Training, Improved Cover Identity (2)
6th+4+2+5+2Far Senses 2/day
7th+5+2+5+2Sneak Attack +3d6, Read Thoughts 2/day
8th+6/+1+2+6+2Far Senses 3/day, Specialist Training
9th+6/+1+3+6+3Improved Cover Identity (3)
10th+7/+2+3+7+3Legendary Infiltration 1/day, Far Senses 4/day, Sneak Attack +4d6
11th+8/+3+3+7+3Read Thoughts 3/day, Specialist Training
12th+9/+4+4+8+4Far Senses 5/day
13th+9/+4+4+8+4Sneak Attack +5d6, Improved Cover Identity (4)
14th+10/+5+4+9+4Far Senses 6/day, Specialist Training
15th+11/+6/+1+5+9+5Legendary Infiltration 2/day, Mind Blank 1/day, Read Thoughts 4/day
16th+12/+7/+2+5+10+5Far Senses 7/day, Sneak Attack +6d6
17th+12/+7/+2+5+10+5Specialist Training, Improved Cover Identity (5)
18th+13/+8/+3+6+11+6Far Senses 8/day
19th+14/+9/+4+6+11+6Sneak Attack +7d6, Read Thoughts 5/day
20th+15/+10/+5+6+12+6Epic Infiltration, Legendary Infiltration 3/day, Far Senses 9/day, Specialist Training

Alignment: Any Nonchaotic
Hit Die: 1d6

Class Skills:
The 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 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier

Class Features
The following are class features of the infiltrator.

Weapon and Armor Proficiency
An infiltrator is proficient with all simple and martial weapons, all armor, and shields.

Improved Cover Identity (Ex/Su)
At 1st level, an infiltrator establishes three specific cover identities, plus one additional cover identity every four levels thereafter.

While operating in a cover identity, the infiltrator gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks.

When the infiltrator has the option of adding a new cover identity, he 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 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 infiltrator normally.

Should the infiltrator wish to “retire” a cover identity and develop a new one, he must spend one week practicing the new identity before he earns the bonuses. Cover identities do not in themselves provide the infiltrator with additional skills, proficiencies, or class features that others might expect of the pretended professions. The infiltrator can switch cover identities or don a disguise using the Disguise skill in 1d3 minutes. He can also put on or take off armor in one-half the normal time.

Sneak Attack
If an infiltrator can catch an opponent when the opponent is unable to defend effectively from his attack, he can strike a vital spot for extra damage.

Any time the infiltrator’s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the infiltrator flanks his target, the infiltrator’s attack deals +1d6 points of damage. This extra damage increases by +1d6 points every three levels (+2d6 at 4th level, +3d6 at 7th level, +4d6 at 10th level, and so on).

Should the 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 infiltrator can make a sneak attack that deals nonlethal damage instead of normal damage. He cannot use a weapon that deals normal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

An 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 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 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 infiltrator gets a sneak attack bonus from another source, the bonuses to damage stack.

Specialist Training (Ex)
At 2nd level, the infiltrator gains the benefit of focusing his 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 infiltrator gains specialist training again. He may select the same category more than once.

Bluff, Disguise, and Forgery.

Hide, Move Silently, Open Lock, and Sleight Of Hand.

Listen, Search, and Spot.

Diplomacy, Gather Information, Intimidate, and Sense Motive.

Read Thoughts (Su)
Beginning at 3rd level, the infiltrator can detect thoughts as the spell, with a caster level equal to his infiltrator level, except that it targets a single mind within 60 feet. Every four levels thereafter, the infiltrator can per-form this ability one additional time per day.

Far Senses (Su)
Starting at 4th level, the infiltrator can extend his vision or hearing into an area beyond his normal range, once per day, to a distance of 20 feet plus an additional 20 feet per infiltrator level. The 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 infiltrator has one or both of those abilities. Far senses can also apply to the infiltrator’s read thoughts ability. Every two levels beyond 4th the infiltrator can perform this ability one additional time per day. This ability functions as the clairaudience/clairvoyance spell cast at a caster level equal to the infiltrator's class levels, except for the limit on range, the need to know the locale beforehand, and the ability to use the read thoughts ability.

Legendary Infiltration (Su)
Once per day at tenth level and every fifth level thereafter, the infiltrator can automatically succeed on a skill check, except for craft checks, so long as the skill is an infiltrator class skill and the DC is no lower than five times the infiltrator's level.

For example, Karis is a 10th-level Epic Infiltrator and 3rd-level fighter.

Karis can use Legendary Infiltration to jump up to 50 feet forwards, because the DC to do so is 50.
Karis can try to hide, but he'll fail if the opposed spot check is higher than 50.
Karis can't use Handle Animal, even though it's a class skill for him, because it's not an infiltrator skill.
Karis can't defeat an illusion with an auditory component using the listen skill, because the DC is 80, but he will be able to at 16th level even though that's an epic use of listen.

Mind Blank (Sp)
At 15th level, the 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 with a caster level equal to the infiltrator's class levels.

Epic Infiltration (Su)
At 20th level, there is no DC limit on Legendary Infiltration attempts.

That was deeply unsatisfying. *Goes and makes Guardian Paramount.*

2014-11-02, 09:10 AM
Seriously, Epic Infiltrator sucks so much that its abilities may as well be non-epic.

They all are, if you think about it.
None of them could hold a candle to Abjurant Champion, Church Inquisitor, Divine Crusader, Dweomerkeeper, Incantatrix, Initiate of the Sevenfold Veil, Planar Shepherd or Ur-Priest.