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Night Knive Infiltrator


The Night Knives are renowned for having some of the best burglars and assassins at their disposal. For years they have had one of the most rigorous training itineraries of any similiar guild. As a result, their men were much more able to perform their "duties". Recently, however, a new school of thinking has arose among many of upper echelon of guild members, and consequently the training itinerary has been slightly modified. As a result they produced a new breed of rogue that is superior in most respects to almost any other: the infiltrator.

Rogues are naturally the most suited candidates to become infiltrators. Oftentimes, however, they're a multiclassed combination of rogue and something else. Bards and rangers also do well as dark infiltrators. Specialized spell progression makes it unlikely that dedicated sorcerers, wizards, or clerics will find the prestige class attractive, though the rangers, rogues, bards, and fighters who become infiltrators often have dabbled in the pure spellcasting classes.

Hit Die: d6

Requirements

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

Base Attack Bonus: +3.

Skills: Disable Device 3 ranks, Hide 8 ranks, Move Silently 8 ranks, Open Locks 3 ranks, Search 3 ranks, Use Magic Device 5 ranks

Feats: Improved Initiative, Stealthy.

Special: Must be a member in good standing of the Night Knives thieves guild.

Class Skills

The infiltrator's class skills (and the key ability for each skill) are Balance (Dex, Bluff (Cha) Climb (Str), Craft (Wis), Disable Device (Int), Disguise (Cha), Escape Arist (Dex), Hide (Dex), Intuit Direction (Wis),Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Use Rope (Dex). See Chapter 4 of the Player's Handbookfor skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special --Spells per Day-- --Spells Known--
1st 2nd 3rd 4th 1st 2nd 3rd 4th
1 +0 +0 +2 +0 Spells, low-light vision, Sneak Attack +1d6 0 --- --- --- 2* --- --- ---
2 +1 +0 +3 +0 Infiltration +1, fast movement 1 --- --- --- 3 --- --- ---
3 +2 +1 +3 +1 Darkvision, Sneak Attack +2d6 2 0 --- --- 3 2* --- ---
4 +3 +1 +4 +1 Infiltration +2, Uncanny dodge (Dex bonus to AC) 3 1 --- --- 4 3 --- ---
5 +3 +1 +4 +1 Fast movement, Sneak Attack +3d6 3 2 0 --- 4 3 2* ---
6 +4 +2 +5 +2 Infiltration +3, Tremorsense 3 3 1 --- 4 4 3 ---
7 +5 +2 +5 +2 Uncanny dodge (can't be flanked), Sneak Attack +4d6 3 3 2 0 4 4 3 2*
8 +6 +2 +6 +2 Infiltration +4, fast movement 3 3 3 1 4 4 4 3
9 +6 +2 +6 +2 Skill Mastery, Sneak Attack +5d6 3 3 3 2 4 4 4 3
10 +7 +3 +7 +3 Infiltration +5, Tremorsense 3 3 3 3 4 4 4 4

*Provided the infiltrator has sufficient Intelligence to have a bonus spell of this level.

Class Features

All of the following are class features of the infiltrator prestige class.

Weapon and Armor Proficiency: An infiltrator gains no new weapon, armor or shield proficiencies.

Spells: Beginning at 1st level, an infiltrator gains the ability to cast a small number of arcane spells. To cast a spell, the infiltrator must have a Intelligence score of at least 10 + the spell's level, so an Infiltrator with an Intelligence score of 10 or lower cannot cast these spells. Infiltrator bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the infiltrator's Intelligence modifier (if any). When the infiltrator receives 0 spells of a given level, such as 1st-level spells at 1st level, the infiltrator gets only bonus spells. An infiltrator without a bonus spell for a particular level cannot yet cast a spell of that level. The infiltrator's spell list appears below. An infiltrator prepares and casts spells just as a Wizard does and the spells are arcane. He has a limited number of spells known.

Infiltrator Spell List

1st Level -- alarm, obscuring mist, unseen servant, detect secret doors, true strike, change self, silent image, silent portal, expeditious retreat, and spider climb.

2nd Level -- alter self, cat's grace, darkness, detect thoughts, find traps, invisibility, knock levitate, locate object, minor image, silence, and undetectable alignment .

3rd Level -- blink, clairaudience/clairvoyance, dispel magic, gaseous form, invisibility sphere, major image, nondetection, and obscure object .

4th Level -- dimension door, displacement, ethereal jaunt, freedom of movement, improved invisibility, locate creature, scrying, and solid fog.

Low-Light Vision (Su): As a result of guild training at first level the infiltrator gains low-light vision. An infiltrator can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. If the infiltrator already had lowlight vision, his ability increases by one factor (if previously able to see twice as far as a human, he can now see three times as far).

Infiltration (Ex): An infiltrator is trained by the Knight Knives to do what his namesake suggests, infiltrate. To this end, the infiltrator gains the listed bonus to the following skills: Disable Device (Int), Hide (Dex), Move Silently (Dex), Open Locks (Dex), and Search (Int).

Fast Movement (Ex): At 2nd level, an infiltrator has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). At 5th level, the speed increases by an additional +10 feet (to +20 feet), and at 8th level, the speed increases again by an additional +10 feet (to +30 feet).

Darkvision (Su): An infiltrator can see in the dark as though he were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex): Starting at 4th level, an infiltrator gains the ability to react to danger before his senses would normally allow him to do so. At 4th level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)

At 7th level, the infiltrator can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies others the ability to use a flank attack to sneak attack him. The exception to this defense is that a rogue at least four levels higher than the infiltrator can flank him (and thus sneak attack him).

Tremorsense (Su): The infiltrator's senses slowly become so refined he can sense a pin drop in a room. Standing next to a doorway he can feel the people walking down a hallway just by the vibrations of their footsteps. At sixth level he gains tremorsense at a range of 10 feet. This increases to 20 feet at tenth level.

Skill Master (Ex) at ninth level the infiltrator gains the Skill Mastery rogue special ability. (See Players Handbook pg48)

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