Infiltrator Class

Throughout the galaxy, special operatives devote their lives to the science of stealth. From Rebel Alliance SpecForce troops to Corporate Sector jewel thieves, some beings take their natural talent for being unnoticed to new levels and gain both fame and fortune in the process. Infiltrators master the art of getting into – and occasionally back out of – highly dangerous and tightly secured areas. They are adept at bypassing security and dealing with other hindrances to their missions, resulting from diverse training.

Special Forces groups such as the New Republic’s Katarn Commandos, the independent Red Moons, and the Empire’s Storm Commandos often employ infiltrators within their units. Independent infiltrators might be freelance mercenaries, thieves, or saboteurs.

Companies form the Corporate Sector employ infiltrators as agents of industrial espionage, spying on competitors and causing major setbacks in their plans. Infiltrators rely heavily on secrecy, concealment, and subtlety, and therefore also make excellent spies, assassins, and strike team members.

An infiltrator is expected to be a master of himself and his environment, silent and invisible even under the most extreme conditions. The infiltrator relies heavily on his ability to go unnoticed, and failing at such a task usually means capture, injury, or even death.

Requirements
To qualify to become an infiltrator, a character must fulfill the following criteria.
Base Attack Bonus: +6
Skills: Balance 6 ranks, Hide 8 Ranks, Move Silently 8 ranks, Spot 5 ranks
Feat: Stealthy

Game Rule Information
Vitality: Infiltrators gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The infiltrator’s class skills, and the key abilities for each skill, are as follows.
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft*(Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Search (Int), Spot (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (Droids), Knowledge (Jedi Lore), and Profession (Droid Programmer).
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are features of the infiltrator prestige class.

Starting Feats
The infiltrator gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Vibro Weapons)

Covert Movement
Infiltrators learn to control the amount of noise they make while moving at less than cautious speeds, allowing them quick entry and exit while remaining undetected. At 1st level, the infiltrator no longer suffers the -5 penalty on Move Silently checks while moving at full speed.

At 5th level, the infiltrator suffers only a -10 penalty on Move Silently checks when charging.

At 8th level, the infiltrator suffers only a -10 penalty to Move Silently checks while running, and only a -5 penalty on Move Silently checks while charging.

Skill Mastery
At 2nd level and again at 7th level, the infiltrator designates a skill. When making a skill check with this skill, the infiltrator may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the use of this skill that he can use it reliably even under adverse conditions. The infiltrator must designate a skill from the following list.
Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, Tumble

Sneak Attack
At 3rd level, if the infiltrator faces an opponent who is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the infiltrator’s target would be denied his Dexterity bonus to Defense (whether or not he actually has a Dexterity bonus or not), or when the infiltrator flanks a target, the infiltrator deals extra damage. The extra damage begins at 3rd level with a +1d6 bonus, and increase by an additional 1d6 at 6th and 9th levels.

Ranged attacks can only count as sneak attacks if the target is within 10 meters; the infiltrator can’t strike with deadly accuracy beyond that range. An infiltrator can only sneak attack creatures with discernible anatomies (for example, a sarlacc lacks vital areas to attack). Additionally, any creature that is immune to critical hits is also invulnerable to sneak attacks. Also, the infiltrator must be able to see the target well enough to pick out a vital spot, and must be able to reach it. The infiltrator cannot sneak attack while striking a creature with concealment, or striking the limbs of a creature whose vitals are beyond reach.

Ambush
Starting at 4th level, whenever the infiltrator encounters a flat-footed enemy during the surprise round, he gains a bonus equal to half his number of infiltrator levels (round down) to his first attack. For example, a 7th-level infiltrator gains a +3 bonus on his first attack against a flat-footed opponent during the surprise round.

Uncanny Hide
At 10th level, the infiltrator becomes so adept at avoiding notice that he may hide from enemies with unnatural speed. Whenever the infiltrator is unaware during the surprise round and would normally be unable to act, he may make a Hide check as a free action to avoid being noticed, provided that he is not being directly observed at the time.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +2 +1 Starting Feats, Covert Movement (Full Speed) +1 +0
2 +1 +2 +3 +2 Skill Mastery +2 +0
3 +2 +2 +3 +2 Sneak Attack +1d6 +2 +1
4 +3 +2 +4 +2 Ambush +3 +1
5 +3 +3 +4 +3 Covert Movement (Charge) +4 +1
6 +4 +3 +5 +3 Sneak Attack +2d6 +4 +2
7 +5 +4 +5 +4 Skill Mastery +5 +2
8 +6 +4 +6 +4 Covert Movement (Run) +6 +2
9 +6 +4 +6 +4 Sneak Attack +3d6 +6 +3
10 +7 +5 +7 +5 Uncanny Hide +7 +3
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