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Author: Eiji-kun (talk)
Date Created: 5-13-24
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A magical rogueish bard, rather than focus on music they focus on versatility by preparing their spellcasting from a wide list, with martial prowess and skills for what spells cannot cover. 20 0 Moderate Poor Good Good Prepared Arcane Spellcasting Partial


Infiltrator[edit]

As it turns out, the viceroy was actually replaced by an infiltrator three months ago. Suddenly the intel losses made a lot more sense.

You are an infiltrator, a magical scoundrel who hides in plain sight while using the power of versitile magic to achieve their goals.

Making a Infiltrator[edit]

Abilities: Infiltrators are roguish gish casters who use Charisma for their spellcasting, though some may wish to focus on Dexterity and Constitution, and using non-save DC spells for utility purposes. While they have a good amount of skill points, they are always in need for more and so they require Intelligence. Wisdom can help their sensory abilities, leaving Strength the least important.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Moderate.

Table: The Infiltrator

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, Observe Mark, Secret Symbols, Specialization Ability 2 1
2nd +1 +0 +3 +3 Sneak Attack 1d6 3 2
3rd +2 +1 +3 +3 Specialization Ability 3 3
4th +3 +1 +4 +4 Sneak Attack 2d6 3 3 1
5th +3 +1 +4 +4 Evasion 4 3 2
6th +4 +2 +5 +5 Sneak Attack 3d6 4 4 3
7th +5 +2 +5 +5 Specialization Ability 4 4 3 1
8th +6 +2 +6 +6 Sneak Attack 4d6 4 4 3 2
9th +6 +3 +6 +6 Muddle Memory 5 4 4 3
10th +7 +3 +7 +7 Sneak Attack 5d6 5 5 4 3 1
11th +8 +3 +7 +7 Specialization Ability 5 5 4 3 2
12th +9 +4 +8 +8 Sneak Attack 6d6 5 5 4 4 3
13th +9 +4 +8 +8 Invoke Alibi 5 5 5 4 3 1
14th +10 +4 +9 +9 Sneak Attack 7d6 6 5 5 4 3 2
15th +11 +5 +9 +9 Improved Evasion, Specialization Ability 6 5 5 4 4 3
16th +12 +5 +10 +10 Sneak Attack 8d6 6 5 5 5 4 3 1
17th +12 +5 +10 +10 Memory Hole 6 5 5 5 4 4 2
18th +13 +6 +11 +11 Sneak Attack 9d6 6 5 5 5 4 4 3
19th +14 +6 +11 +11 Specialization Ability 6 5 5 5 5 5 4
20th +15 +6 +12 +12 Die Another Day, Sneak Attack 10d6 6 5 5 5 5 5 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 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), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Infiltrator.

Weapon and Armor Proficiency: An infiltrator is proficient with all simple weapons, plus the hand crossbow, light and heavy repeating crossbows, kukri, rapier, sap, shortsword, and shurikens. Infiltrators are also proficient with light armor and shields (except tower shields). An infiltrator can cast infiltrator spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a infiltrator wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass infiltrator still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: An infiltrator cast arcane spells drawn from the bard and sorcerer/wizard spell lists. Though the infiltrator is a Charisma based spellcaster, they are a prepared caster not unlike a wizard. Infiltrators keep their spells in a secret book (generally designed to appear innocuous) with notes for spells inscribed within, which the infiltrator uses to prepare for acting out the required means of casting the spell. To learn, prepare, or cast a spell the infiltrator must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an infiltrator's spell is 10 + the spell level + the infiltrator's Charisma modifier.

An infiltrator can only cast a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Infiltrator. In addition, they receive bonus spells per day if they have a high Charisma score. An infiltrator may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of rest and spending 1 hour practicing from their secret book. While practicing the infiltrator decides which spells to prepare.

Like a wizard, the infiltrator's secret book contains all 0th level spells from their class spell list, plus three 1st level spells of their choice. They also select a number of additional 1st level spells equal to their Charisma modifier to add to their secret book. At each new infiltrator level, they gain two new spells of any spell level or levels they can cast for their secret book. Like a spellbook, an infiltrator can also add spells found in other spellbooks, secret books, or scrolls. Infiltrators only have up to 6th level spells, but the entire sorcerer/wizard class spell list is on their list, so they may employ magic items such as scrolls for spells higher than they can cast.

Cantrips: An infiltrator can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Infiltrator under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Observe Mark (Ex): An infiltrator can focus on a particular creature within their sight and study them. While studying the target, the infiltrator can undertake other actions so long as his attention stays focused on the target and the target does not detect the infiltrator or recognize the infiltrator as an enemy. If the infiltrator studies their target for 3 rounds they gain the following benefits involving their target: +2 insight to attack and damage, +2 insight on saves against effects from the target, +2 insight to AC against attacks from the target, +2 on ability checks and skill checks against their target, and a +4 bonus made to disguise as the target. This effect lasts until the infiltrator chooses to study a new target.

Secret Symbols: The infiltrator learns the secret language of Thieves' Cant, and may use their class level + their Intelligence modifier to identify any symbol or marking, including secret symbols or marks beloning to clandestine organizations. Successfully identifying a symbol grants a +2 circumstance bonus on any disguise, forgery, or other relevent checks employing the use of that symbol.

Specialization Ability: Not all infiltrators are the same, and each specializes in their own talents. At 1st, 3rd, and every four levels beyond (7th, 11th, etc) an infiltrator may select an ability from the following list. Some abilities require pre-requisites to be met in order to take them.

Against the Wall (Ex): The infiltrator counts walls as allies for the purpose of flanking. Minimum level 3rd.

Blind Stab (Ex): The infiltrator is able to still make sneak attacks against targets with concealment (even total concealment), as long as they hit the right square.

Bluff Class (Ex) and (Su): The infiltrator can pretend to be another class, even producing effects which seem to mimic it. When performing an action associated with another class (such as smite evil, or turn undead) they may expend at least a 1st spell slot to weave a clever mix of mundane and magical illusions to make it look real, even though it has no effect of the feature. Make a Bluff or Disguise check against an opponent's Sense Motive or Spot, with a +2 bonus on your check per spell slot level consumed. If the observer is interacting with the effect or is under the effect of true seeing they may roll twice and take the better result against you to determine the effect not merely failed, but was fake.

Combat Feat (Ex): The infiltrator gains any one of the following bonus feats: Any +2 feat like Acrobatic or SRD:Alertness, Skill Focus, Weapon Finesse or Weapon Focus.

Fake Death (Ex): As a non-action you may fall prone and make a bluff check in response to any attack, and those which do not succeed against your bluff believe you to be dead. Unusual or suspicious circumstances or plausible circumstances can grant a +4 bonus or -4 penalty on your check. Opponents are flatfooted against your next subsequent action. This only works once per creature, or until they have forgotten about you. In addition you have a +10 bonus on Disguise checks to appear dead which is opposed by a Heal check.

Fake ID (Su): You can pull out psychic paper, and the DC of the paper is 10 + 1/2 HD + your Cha modifier. You can only have one instance of this item at once time. A new use dismisses the previous instance of psychic paper. Minimum level 7th.

Hidden Pockets (Ex): The infiltrator acts as having a handy haversack but simply due to supreme item packing skills and weight balancing. They may also draw hidden weapons as a move action, or a free action by taking a -10 penalty to their sleight of hand check. Minimum level 3rd.

Improve Observe Mark (Ex): Increase the bonus gained from Observe Mark by +1 (maximum +5). Minimum level 3rd.

Improved Ranged Sneak Attack (Ex): The range which you can make sneak attacks increases by +30 ft or to your first range increment, whichever is more.

Kip Up (Ex): The infiltrator can stand up from prone as a free action on their turn.

Knock Out (Ex): Infiltrators may deal nonlethal damage with any weapon, including dealing nonlethal sneak attack damage. If they manage to knock out a target by the end of their turn, they may grab the falling body so it does not make a sound as long as it is within your maximum carrying capacity.

Magic Item Reliability (Ex): The infiltrator gains a +4 bonus on Use Magic Device checks and may take 10 on Use Magic Device. If the infiltrator fails a Use Magic Device check that would result in penalties, such as a natural 1, they instead take no penalties other than failing the check. Minimum level 3rd.

Master of Disguise (Ex): You are capable of producing mundane disguises rapidly. It only requires 1d3 minutes of work, and you take no penalties of disguising as a different gender, race, or age.

Poison Use (Ex): The infiltrator gains Poison Use as an assassin, and may apply poison as a move action. If you get Poison Use again from another source you may apply it as a swift action.

Rogue Talent: The infiltrator can choose a Rogue Talent off the Pathfinder Rogue list. This ability may be taken multiple times.

Subtle Spellcasting (Ex): Gain either Silent Spell metamagic, or Still Spell metamagic, as well as Undetectable Spell. You may take this ability a second time, selecting the other metamagic feat.

Surprise Celerity (Ex): When initiating a surprise round, an infiltrator may take a full round worth of actions. If caught by surprise, they may still take a standard action in the surprise round. Minimum level 7th.

Slippery Mind (Ex): This ability represents the infiltrator's ability to wriggle free from effects that would otherwise control or compel them. If a infiltrator with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. Minimum level 7th.

Sneak Attack (Ex): At 2nd level (and every even level beyond), the infiltrator gains sneak attack as a rogue.

Evasion (Ex): At 5th level an infiltrator can evade damage on a successful Reflex save for half. They gain evasion as a rogue.

Muddle Memory (Su): When an 9th level or higher infiltrator acts, memories of who they were are obscured and confused. Those attempting to recall details about the infiltrator's actions must make a Will save (DC 10 + 1/2 HD + Cha mod) or be unable to remember any specifics about the person. The infiltrator's actions are remembered, but only a vaguest recall of who did those actions. A successful save renders their memories unaltered. This is a mind-affecting compulsion effect. Their memories can be restored via modify memory, break enchantment, and stronger effects, or by witnessing the infiltrator in person again which restores their memory. You may exclude people from this effect as a non-action.

Invoke Alibi (Su): Once per day, the 13th level infiltrator can set up an alibi. They may have an illusion of themselves appear in any location familiar to the infiltrator, or following other creatures. Treat it as a major image that requires no concentration and acts and behaves as the actual infiltrator would. This illusion can only manifest not in line of sight of yourself, and can last up to 8 hours or when dismissed. You do not gain any information from your illusion, other than knowing what you have instructed it to do. This is used to set up alibis about your true location and activities. The save DC for this image is DC 10 + 1/2 HD + Cha modifier.

Improved Evasion (Ex): At 15th level, an infiltrator gains improved evasion as a rogue.

Memory Hole (Su): Once per day when the 17th level infiltrator is no longer within line of sight of a creature they had interacted with within the last minute, the infiltrator can make them make a Will save (DC 10 + 1/2 HD + Cha mod) as an immediate action. On a failed save, you can erase up to 30 minutes of memory involving yourself. Actions and events are remembered, but your involvement in it is completely erased as if by modify memory.

Die Another Day: At 20th level once per day, if an infiltrator would be brought to 0 hp or less they may make a single standard or move action to try and break line of sight (such as making a successful hide check). If they are successful in being unobserved, they vanish from reality through some implausible means. The infiltrator may appear within 1 mile of their "death" in 1 hour with 1 hp.

Elf Infiltrator Starting Package[edit]

Weapons: Kukri.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Diplomacy 4 Cha
Disguise 4 Cha
Hide 4 Dex -2
Sense Motive 4 Wis
Use Magic Device 4 Cha

Feat: Improved Initiative

Gear: Chain Shirt.

Gold: 17 gp.

Infiltrator Lore[edit]

Characters with ranks in Knowledge Local can research infiltrators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 Infiltrators are gishes with bard and wizard spellcasting, and a perchance for hiding in plain sight.
15 Infiltrators are difficult to recall, even when you've seen then directly. It may be hard to remember who stabbed you in the back.
20 Powerful infiltrators are hard to pin down. Lose sight of them, and they can escape any deadly scenario.
30 Those that reach this level of success can research specific infiltrators, their lore and motives, and perhaps even where they are hiding.

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Eiji-kun's Homebrew (5627 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryA magical rogueish bard, rather than focus on music they focus on versatility by preparing their spellcasting from a wide list, with martial prowess and skills for what spells cannot cover. +
TitleInfiltrator +
Will Save ProgressionGood +