INFILTRATOR
The
fastest path into this advanced class is from the Fast hero basic class, though
other paths are possible. This is from the d20 Modern SRD.
Requirements
To qualify
to become an Infiltrator, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Hide 6 ranks,
Move Silently 6 ranks.
CLASS
INFORMATION
The
following information pertains to the Infiltrator advanced class.
Hit Die
The
Infiltrator gains 1d8 hit points per level. The character’s Constitution
modifier applies.
Action Points
The
Infiltrator gains a number of action points equal to 6 + one-half her character
level, rounded down, every time she attains a new level in this class.
Class Skills
The
Infiltrator’s class skills (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Hide (Dex), Investigate (Int), Jump (Str), Knowledge (trade, galactic events,
Imperium, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak
Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier.
Table: The Infiltrator |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1st |
+0 |
+0 |
+2 |
+0 |
Sweep |
+1 |
+1 |
2nd |
+1 |
+0 |
+3 |
+0 |
Improvised
implements |
+2 |
+1 |
3rd |
+1 |
+1 |
+3 |
+1 |
Bonus
feat |
+2 |
+1 |
4th |
+2 |
+1 |
+4 |
+1 |
Improved
evasion |
+3 |
+2 |
5th |
+2 |
+1 |
+4 |
+1 |
Skill
mastery |
+4 |
+2 |
6th |
+3 |
+2 |
+5 |
+2 |
Bonus
feat |
+4 |
+2 |
7th |
+3 |
+2 |
+5 |
+2 |
Improvised
weapon damage |
+5 |
+3 |
8th |
+4 |
+2 |
+6 |
+2 |
Improved
sweep |
+6 |
+3 |
9th |
+4 |
+3 |
+6 |
+3 |
Bonus
feat |
+6 |
+3 |
10th |
+5 |
+3 |
+7 |
+3 |
Without
a trace |
+7 |
+4 |
CLASS
FEATURES
The
following features pertain to the Infiltrator advanced class.
Sweep
An
Infiltrator knows how to size up an area and get the lay of the land in a
single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on
Spot checks and covers an area out to 30 feet away from the Infiltrator. The
Infiltrator can use this bonus at the start of an encounter.
Anything
not concealed can be spotted in a sweep with a successful check (DC 10). The DC
for concealed or less obvious threats is equal to their Hide check result.
Improvised Implements
At 2nd level,
an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon.
Also, the Infiltrator is able to make do without proper equipment in certain
circumstances: the Infiltrator no longer takes a –4 penalty when using the
Climb and Disable Device skills without the proper tools.
Bonus Feats
At 3rd,
6th, and 9th level, the Infiltrator gets a bonus feat. The bonus feat must be
selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it.
Acrobatic,
Alertness, Armour Proficiency (light), Athletic, Attentive, Brawl, Cautious,
Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble,
Renown, Run, Stealthy.
Improved Evasion
If an
Infiltrator of 4th level or higher is exposed to any effect that normally
allows a character to attempt a Reflex saving throw for half damage, the
Infiltrator suffers no damage if he or she makes a successful saving throw and
only half damage on a failed save. Improved evasion can only be used when wearing
light armour or no armour.
For an
Infiltrator who does not have evasion (see the Fast hero class description),
improved evasion counts as evasion for the purpose of meeting the prerequisites
on the Fast hero’s defensive talent tree.
Skill Mastery
At 5th
level, an Infiltrator selects a number of skills from his or her class list
equal to 3 + his or her Intelligence modifier. When making a check using one of
these skills, the Infiltrator may take 10 even if stress and distractions would
normally prevent him or her from doing so.
Improvised Weapon Damage
At 7th
level, an Infiltrator’s attacks with improvised weapons deal more damage. The
Infiltrator treats an improvised weapon as one size category larger than it is
for the purpose of determining the damage it deals.
Improved Sweep
At 8th
level, an Infiltrator’s ability to get the lay of the land improves. Now the
Infiltrator not only spots potential perils with a successful check, he or she
can determine the relative strength of these dangers. A successful check
relates the danger’s strength compared to the Infiltrator: stronger (higher
level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
Without a Trace
At 10th
level, when an Infiltrator uses any of the following skills: Balance, Climb,
Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those
using Investigate, Listen, Search, or Spot to detect the Infiltrator’s activity
take a –4 penalty.
SAMPLE
INFILTRATORS
A death-cult assassin, a professional thief, a ratling
sniper, an ork deathskull looter, a space marine veteran scout sergeant, a
kroot hunter or a tau XV15 stealth squad member.