Inaccurate?

Ebonmar Infiltrator

(CityScape variant, p. 79)

The infiltrator is a master of stealth and deception, an interpreter, and an escape artist.

Requirements

Skills: Decipher Script 4 ranks , Hide 8 ranks , Move Silently 8 ranks , Search 4 ranks , Sense Motive 4 ranks

Feats: Any two of the following: Alertness , Deceitful , Investigator , Negotiator , and Stealthy

Special: Must be a member of House Ebonmar


Hit die

d6

Skill points

6 + Int

Class Features

Weapon and Armor Proficiency: You gain no proficiency with any weapons or armor. If you are proficient with light armor, you can cast infiltrator spells while wearing light armor without incurring the normal chance for arcane spell failure. However, like any other arcane spellcaster, an infiltrator wearing medium or heavy armor or using a shield incurs the normal chance of arcane spell failure if the spell in question has a somatic component. A multiclass infiltrator still incurs the normal chance for arcane spell failure when casting arcane spells received from other classes.

Spells: Starting at 2nd level, you gain the ability to cast a small number of arcane spells. To cast an infiltrator spell, you must have an Intelligence score of at least 10 + the spell's level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Intelligence modifier. When you get 0 spells per day of a given level (for instance 1st-level spells for 1st level), you gain only the bonus spells to which you would be entitled based on your Intelligence score for that spell level. Your spell list appears below. You prepare and cast spells just as a wizard does.

Piercing Insight (Ex): Through strenuous training, you learn to more effectively observe the world surrounding you. At 1st level, you gain a +1 bonus on Search, Sense Motive, and Spot checks. These bonuses increase by +1 for every three levels you advance past 1st level in the prestige class (+1 at 1st level, +2 at 4th level, +3 at 7th level, and +4 at 10th level).

Speed Reader (Ex): You have learned to interpret text at a rapid rate. You can read a single page of text as a full-round action. This applies even to text read with comprehend languages, or through the use of the Decipher Script skill.

Sneak Attack (Ex): This ability, gained at 2nd level, is like the rogue ability of the same name (PHB 50). The extra damage increases by 1d6 at 5th level and again at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Combat Anticipation (Ex): Beginning at 3rd level, your ability to effectively observe the world around you allows you to respond more swiftly to danger. You gain a +1 dodge bonus to Armor Class, and a +1 bonus on both Reflex saves and initiative checks. These bonuses increase to +2 at 6th level. The bonuses to AC and Reflex saves come in part because you read the intentions of your foe. Thus, you gain those bonuses only against humanoids, monstrous humanoids, and giants. Other creatures are too anatomically different for you to easily anticipate their intentions. This ability functions only when you are wearing light or no armor.

Uncanny Dodge (Ex): At 4th level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. This ability functions like the barbarian ability of the same name (PHB 26). If you already have uncanny dodge from some other source, you instead gain improved uncanny dodge at this level.

Hide in Plain Sight (Ex): Beginning at 8th level, you can use the Hide skill in natural terrain even while being observed. This ability functions like the ranger ability of the same name (PHB 48).

Hyper-Awareness (Su): At 9th level, you find your perceptions have grown so highly attuned that they become supernatural. You gain darkvision out to 30 feet and blindsense out to 5 feet.

Shadow in the Night (Sp): When you reach 10th level, your mastery of stealth has crossed over into the otherworldly. Once per day, you can become ethereal. This effect lasts for up to 1 round, plus a number of additional rounds equal to your Intelligence modifier. This ability otherwise functions as the spell ethereal jaunt.

Advancement

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Piercing insight +1, speed reader, spells 0
2nd +1 +0 +3 +0 Sneak attack +1d6 1
3rd +2 +1 +3 +1 Combat anticipation +1 2 0
4th +3 +1 +4 +1 Uncanny dodge, piercing insight +2 3 1
5th +3 +1 +4 +1 Sneak attack +2d6 3 2 0
6th +4 +2 +5 +2 Combat anticipation +2 3 3 1
7th +5 +2 +5 +2 Piercing insight +3 3 3 2 0
8th +6 +2 +6 +2 Hide in plain sight, sneak attack +3d6 3 3 3 1
9th +6 +3 +6 +3 Hyper-awareness 3 3 3 2
10th +7 +3 +7 +3 Piercing insight +4, shadow in the night 3 3 3 3

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Jump STR no yes
Knowledge (nobility and royalty) INT yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Spot WIS no no
Tumble DEX yes yes
Use Rope DEX no no

Spells for Ebonmar Infiltrator

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