Infiltrator

Infiltrators come in many guises, such as spies, moles, special forces operatives, and secret agents. Infiltrators specialize in secretly penetrating enemy strongholds or organizations and carrying out their missions from within.
Infiltrators typically operate individually or in small groups.  Their training emphasizes stealth, discreet combat, and covert penetration techniques.  They typically have less combat training than commandos and are better trained and more mission-specific than saboteurs.  Covert infiltrators operate for extended periods of time within an organization.  Aggressive infiltrators carry out specific combat missions, on their own or in support of commandos or other military units.

REQUIREMENTS

To qualify to become a infiltrator, a character must fulfill the following criteria.

  • Minimum Level: 7th
  • Trained Skills: Perception, Stealth
  • Feat: Skill Focus (Stealth) OR if you have the White Current Adept talent you may use Skill Focus (Magery) instead
  • Talents: At least two talents from the Camouflage or Spy talent trees (Scout base class).  Any talents from the Shadowmage magic talent tree also count for the purposes of this prerequisite.

GAME RULE INFORMATION

Infiltrators have the following game statistics.

HIT POINTS

At each level, infiltrators gain 1d8 hit points + their Constitution modifier.

HERO POINTS

Infiltrators gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +0 Defense bonuses, talent
2nd +1 Unarmed stun (+1 die)
3rd +2 Talent
4th +3 Lead infiltrator
5th +3 Talent
6th +4 Unarmed stun (+2 die)
7th +5 Talent
8th +6 Lead infiltrator
9th +6 Talent
10th +7 Unarmed stun (+3 die)

 

CLASS FEATURES

The following are features of the improviser prestige class.

DEFENSE BONUSES

At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.

TALENTS

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent.  The talent can be selected from the Camouflage talent tree (Scout base class) the Spy talent tree (Scout base class), or the Infiltration talent tree.  You must meet the prerequisites (if any) of the chosen talent.  No talent can be selected more than once unless expressly indicated.

INFILTRATION TALENT TREE

You are trained to secretly infiltrate enemy strongholds and organizations by force or by guile.
Always Ready: You are accustomed to operating in response to enemy actions.  When your readied action is triggered, it does not change your initiative count.
Prerequisite: Trained in the Initiative skill.
Concealed Weapon Expert: You are deadly with an unarmed strike, hold-out pistol, dagger, or vibrodagger or other small, concealable weapon (as determined by the Gamemaster).  Once per round you can use a swift action to reroll an attack using one of these weapons, but you must take the second result, even if it is worse.
Creeping Approach: As a swift action, you can designate a single opponent within 12 squares that is unaware of you as the target of this talent.  Until the beginning of your next turn, that target may not make Perception checks to notice you, even if you enter the target’s line of sight.  If you or any of your allies attack the target, the effect of this talent ends.
Prerequisite: Trained in the Stealth skill.
Set for Stun: You are particularly adept with stun weapons.  If you are using a ranged weapon that deals stun damage (including a lethal weapon set to stun), you can spend two consecutive swift actions in the same round to activate this talent.  If the stun damage on your next attack exceeds the target’s damage threshold, you move the target -3 steps along the condition track instead of the normal -2.  You lose the benefit of this talent if you lose line of sight to your target or if you take any other action before making your attack.
Silent Takedown: You are skilled at quietly knocking out or eliminating guards and others when they are caught unaware.  If you damage an opponent that is unaware of you, that opponent cannot speak or make other noises until the end of your next turn.  This is a stunning effect.
Prerequisite: Trained in the Stealth skill.

UNARMED STUN

Starting at 2nd level, you can use your unarmed attacks to deal stun damage.  You must designate your intention to stun your target before the attack is made, and you deal +1 die of damage on your unarmed attack, which deals stun damage.  At 6th level, this extra damage increases to +2 dice, and at 10th level it increases to +3 dice.

LEAD INFILTRATOR

Starting at 4th level, you are an effective leader of infiltration teams.  You can make a Stealth check for a number of allies within line of sight equal to your Charisma bonus (minimum one), using your check result in place of their Stealth checks.  At 8th level, you double the number of allies you can lead using this ability.  Allies must stay within line of sight to retain this bonus.