An Infiltrator is not a thief. He does not hide in the crowd, picking pockets and robbing the less fortunate in back alleys. He is trained in stealth and is one of the few classes that can integrate into echan societies without raising any eyebrows. Some creep into other cultures, make friends, and when the order is given, kill them. Others simply observe, record, and return the data for tacticians or scientists. From some bastions, networks of observers never involve or take action in other cultures. Some may believe the extermination of rival outside leaders is ital to their bastion's security. The Infiltrator is the most important class of a team of techans as he enters areas others fear to tread and is usually the first one to enter a dangerous area outside of the bastion, of which there are many.

Role: In a team, the Infiltrator operates mostly as a spy. He approaches by stealth into enemy camps or communities. He also operates alone from the group mostly, taking orders and vanishing. In combat, he remains out of sight and operates as a sniper, striking targets from afar. though he can sometimes lead a group, it is unlikely. Of all other classes, an infiltrator works best along with a faceman as their skills complement each other. In the field of counter-intelligence, whenever two operatives in the field are teamed up, there are always an infiltrator and a faceman. Even when bastions send out teams into the echan wilderness, they begin with an infiltrator and a faceman and then fill the rest of the group as needed. Usually the third choice is a recon. Only when the group grows above three does a group start consisting of medics, soldiers, or other fighting classes.


Abilities: The infiltrator needs dexterity above all else to remain hidden and move in silence. Intelligence and charisma is also useful as sometimes the best way to conceal ones purpose is to lie.
Alignment: Any.
Hit Die: d6.


Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Linguistics (Int), Perform (Cha), Pilot (Dex), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str)

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1 0 0 2 0 Sweep, Assassination (+1d6) 1
2 1 0 3 0 Evasion 2
3 2 1 3 1 Improved Stealth 2
4 3 1 4 1 Assassination (+2d6) 3
5 3 1 4 1 Uncanny Dodge 4
6 4 2 5 2 Improved Stealth 4
7 5 2 5 2 Assassination (+3d6) 5
8 6/1 2 6 2 Improved Evasion 6
9 6/1 3 6 3 Improved Stealth 6
10 7/2 3 7 3 Assassination (+4d6) 7
11 8/3 3 7 3 Increased Speed 8
12 9/4 4 8 4 Improved Stealth 8
13 9/4 4 8 4 Assassination (+5d6) 9
14 10/5 4 9 4 Slippery 10
15 11/6/1 5 9 5 Improved Stealth 10
16 12/7/2 5 10 5 Assassination (+6d6) 11
17 12/7/2 5 10 5 Increased Speed 12
18 13/8/3 6 11 6 Improved Stealth 12
19 14/9/4 6 11 6 Assassination (+7d6) 13
20 15/10/5 6 12 6 Slip from any bond 14

Weapon and Armor Proficiencies: The infiltrator begins play with the Simple Weapons Proficiency feat and the personal Firearms Proficiency Feat. He also is proficient with all sniper weapons. He is also proficient with all light armor.

Sweep: An Infiltrator gains a +4 circumstance bonus on Perception checks within 30 feet of the infiltrator.

Assassination: The infiltrator gains the Sneak Attack ability per the Rogue class from PHB. However, the Infiltrator can use his ability beyond the 30-foot range when employing any mastercraft ranged weapon with a sniper scope. When utilizing such a weapon, the infiltrator may extend his assassination range indefinitely.

Evasion: At 2nd level, the infiltrator gains the Evasion ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless infiltrator does not gain the benefit of evasion.

Improved Stealth: At 3rd level, the infiltrator receives a +2 bonus to Stealth skill checks to hide and move silently. Every three levels past that gains an additional +1 to Stealth checks, finally reaching +7 at 18th level.

Uncanny Dodge: At 5th level, the infiltrator gains the Uncanny Dodge ability. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved Evasion: At 8th level, an infiltrator gains the Improved Evasion ability. When subjected to an attack that normally allows a Reflex saving throw for half damage, the infiltrator takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Increased Speed: At 11th level, the infiltrator base speed increases by 5 feet. At 17th level, the infiltrator's base speed increases by another 5 feet (10 feet total).

Slippery: At 14th level, the infiltrator gains a +4 to all Escape Artist checks or from Grapple checks.

Slip from any bond: At 20th level the infiltrator instantly passes all grapple checks and cannot be pinned. He also receives a +10 to all Escape Artist checks.

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