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Shadow Syndicate Infiltrator


Shadow Syndicate infiltrators are experts at breaking into “secure” areas. Whether he is there to steal gold or information, jewels or secrets, the infiltrator is trained to do the job quickly and efficiently. As such, much of their training focuses on remaining hidden, as well as the dismantling of traps and locks. Many infiltrators also focus intently on honing their climbing skills, as many of their assignments require the scaling of sheer walls and entry through high windows.

Hit Dice: d6


Requirements

In order to qualify to become a Shadow Syndicate Infiltrator, a character must meet the following criteria.

Alignment: Any non-good.

Base Attack Bonus: +4

Skills: Balance 5 ranks, Climb 5 ranks, Disable Device 5 ranks, Escape Artist 5 ranks, Open Locks 5 ranks, Hide 8 ranks, Move Silently 8 ranks.

Feats: Skill Focus (any of the above skills), Skill Versatility (Climb, Disable Device, Hide, or Move Silently).

Special: The character must undergo at least three months of training with the Shadow Syndicate before he learns the necessary skills to become an infiltrator.


Class Skills

The Shadow Syndicate Infiltrator‘s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 8 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Syndicate, Steady Stance, Trapfinding
2 +1 +0 +3 +0 Infiltration, Specialized Tools (+2)
3 +2 +1 +3 +1 Sneak Attack +1d6
4 +3 +1 +4 +1 Evasion, Quick Search, Pass Without Trace
5 +3 +1 +4 +1 Skill Mastery, Specialized Tools (+4)
6 +4 +2 +5 +2 Sneak Attack +2d6
7 +5 +2 +5 +2 Defensive Roll
8 +6 +2 +6 +2 Improved Evasion, Specialized Tools (+6)
9 +6 +3 +6 +3 Sneak Attack +3d6
10 +7 +3 +7 +3 Hide in Plain Sight


Class Features

All of the following are class features of the Shadow Syndicate Infiltrator prestige class.

Weapon and Armor Proficiency: Shadow Syndicate infiltrators gain no further weapon or armor proficiency.


Syndicate (Ex): The Shadow Syndicate infiltrator is a member in a sprawling criminal empire. He has access to a number of libraries, training facilities, workshops, and bolt-holes throughout Arseneth and eastern Lanaren. In addition, the Syndicate has allies all throughout eastern Migdalia (including Druskeden, Althea, and Walacia), often in the most unlikely of places. The infiltrator may make a Bluff check to leave a message that only another Syndicate member would understand (a symbol painted on a wall, a certain type of tree burning at a certain time of day, etc). The infiltrator make a Bluff check, with a DC of 15 for simple messages (such as “under surveillance, stay away”), a DC of 20 for more complex messages (such as “Assassin needed, meet me here in three days”), and a DC of 25 to 30 for very detailed messages (such as “The assassin Albrecht is a spy for the temple of Corbin; kill him, but make it look like an accident”).

Failure by 4 or less means that the infiltrator fails to get the message across. Failure by 5 or more means that some false information has been implied or inferred by the message. Anyone seeing the message can make a Sense Motive check opposed by the Bluff check the infiltrator made to transmit the message in order to intercept the message, though the DC for non-Syndicate members to decode the message in increased by 10. Whether a fellow Syndicate member decides to offer assistance is another matter entirely, but common courtesy is to assist the member sending the message if possible.


Steady Stance (Ex): Infiltrators train constantly while balancing in precarious positions or while dangling from swaying ropes. This extensive practice allows the infiltrator to retain his Dexterity bonus to Armor Class while balancing or climbing, and he may add his class level to any balance or Climb check he makes to remain balanced or climbing when he takes damage.


Trapfinding (Ex): Like a rogue, an infiltrator can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Magical traps have a DC of 25 + the level of the spell used to create the trap. An infiltrator may use the Disable Device skill to disarm magic traps. Disarming a magical trap generally has a DC of 25 + the level of the spell used to create the trap. An infiltrator who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.


Infiltration (Ex): If a 2nd level infiltrator studies one small encounter area, such as a wall or a guardpost, for one hour while undetected (whether hidden, in disguise across the street, invisible, or the like), he gains a competence bonus equal to his Wisdom modifier to Balance, Bluff, Climb, Disable Device, Disguise, Hide, Jump, Move Silently, Open Lock, and Search checks while in that encounter area anytime during the next 24 hours. Additionally, if the infiltrator has a permanent home or base, the bonuses are always in effect for his home.


Specialized Tools (Ex): Given one hour and 10 gp, a 2nd level infiltrator can prepare a special tool for a job. To do so, the infiltrator must make the appropriate Craft check (whether blacksmithing, woodworking, or the like) against a DC of 15. The infiltrator muse have a general idea of the job (location, weather conditions, lighting, and so forth) in order to know what to prepare. Once the tool has been created, it grants the infiltrator a +2 circumstance bonus to any one type of skill check while in that area.

Alternatively, the item may instead allow the infiltrator to use a skill in a way that would normally be impossible, such as picking a lock from a distance using tools attached to specialized poles, or opening a locked window with both hands full, using a mouth-pick.

The bonus provided by the infiltrator’s specialized tools increases to +4 at 5th level and to +6 at 8th level.


Sneak Attack (Ex): An infiltrator can strike an opponent’s vital spots for extra damage. Any time the infiltrator’s target would be denied a Dexterity bonus to AC (whether that opponent actually has a Dexterity bonus or not), or when the infiltrator flanks a target, his attack deals extra damage. The extra damage is +1d6 at third level, and an additional 1d6 every three levels thereafter. This ability is otherwise identical to the rogue’s ability of the same name, and stacks with any other form of sneak attack the character may possess.


Evasion (Ex): A 4th level infiltrator gains the evasion ability, allowing him to avoid even magical or unusual attacks with great agility. If he makes a successful saving throw against an attack that normally allows a Reflex save for half damage, he instead takes no damage. An infiltrator may not use this ability while wearing medium or heavy armor, or while he is helpless.


Quick Search (Ex): Beginning at 4th level, the infiltrator may search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side as a move action, rather than a full-round action.


Trackless Step (Ex): A 4th level infiltrator leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.


Skill Mastery (Ex): By 5th level, the infiltrator has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. The infiltrator selects a number of class skills equal to his Intelligence modifier +3. When using these skills, the infiltrator may take 10 even is stress and distractions would normally prevent him from doing so.


Defensive Roll (Ex): Starting at 7th level, an infiltrator can attempt to roll with a potentially lethal blow to take less damage from it that he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the infiltrator may attempt a Reflex saving throw (with a DC equal to the damage dealt). If the save succeeds, he takes only half damage from the blow; if he fails, he takes full damage. The infiltrator must be aware of the attack and able to react to it in order to use this ability; if he is denied his Dexterity bonus to Armor Class, he cannot use this ability. Evasion does not apply to the defensive roll.


Improved Evasion (Ex): Though an 8th level infiltrator still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless infiltrator does not gain the benefit of improved evasion.


Hide in Plain Sight (Ex): A 10th level infiltrator can use the Hide skill even while being observed.



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