From Compendium of Worldly Lore
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'''Special:''' Must be a member of House Ebonmar or equivalent in world. | '''Special:''' Must be a member of House Ebonmar or equivalent in world. | ||
=== Summary === | === Summary === | ||
{{Class | {{Class | ||
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==== Adaptation ==== | ==== Adaptation ==== | ||
The Ebonmar infiltrator is easy enough to adapt to most campaigns by simply changing its flavor. The class might be associated with a different political house, or with a guild of thieves or assassins. It might be a religious cult devoted to a god of thieves or shadows, in which case you might consider making the spells divine rather than arcane. Alternatively, the class might be associated with a government, representing a cabal of specially trained and mystically enhanced covert operatives. | The Ebonmar infiltrator is easy enough to adapt to most campaigns by simply changing its flavor. The class might be associated with a different political house, or with a guild of thieves or assassins. It might be a religious cult devoted to a god of thieves or shadows, in which case you might consider making the spells divine rather than arcane. Alternatively, the class might be associated with a government, representing a cabal of specially trained and mystically enhanced covert operatives. | ||
==== Spell List ==== | ==== Spell List ==== | ||
1st Level: [[Comprehend Languages]], [[Detect Chaos]], [[Detect Evil]], [[Detect Good]], [[Detect Law]], [[Detect Magic]], [[Detect Secret Doors]], [[Detect Weaponry]], [[Disguise Self]], [[Expeditious Retreat]], [[Ghost Sound]], [[Jump]], [[Obscuring Mist]], [[Secret Weapon]]. | 1st Level: [[Comprehend Languages]], [[Detect Chaos]], [[Detect Evil]], [[Detect Good]], [[Detect Law]], [[Detect Magic]], [[Detect Secret Doors]], [[Detect Weaponry]], [[Disguise Self]], [[Expeditious Retreat]], [[Ghost Sound]], [[Jump]], [[Obscuring Mist]], [[Secret Weapon]]. | ||
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3rd Level: [[Arcane Sight]], [[Darkvision]], [[Deeper Darkness]], [[Locate Object]], [[Misdirection]], [[Nondetection]], [[See Invisibility]], [[Secret Page]], [[Tongues]]. | 3rd Level: [[Arcane Sight]], [[Darkvision]], [[Deeper Darkness]], [[Locate Object]], [[Misdirection]], [[Nondetection]], [[See Invisibility]], [[Secret Page]], [[Tongues]]. | ||
4th Level: [[Arcane Eye, [[Clairaudience/Clairvoyance]], [[Detect Scrying]], [[Dimension Door]], [[Freedom of Movement]], [[Greater Invisibility]], [[Locate Creature]], [[Modify Memory]], [[Scrying]]. | 4th Level: [[Arcane Eye]], [[Clairaudience/Clairvoyance]], [[Detect Scrying]], [[Dimension Door]], [[Freedom of Movement]], [[Greater Invisibility]], [[Locate Creature]], [[Modify Memory]], [[Scrying]]. | ||
==== Bonus Spells ==== | |||
In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level. | |||
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Revision as of 16:06, 27 August 2023
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 or equivalent in world.
Summary
Secrets are indeed the currency of the world of politics, and few have learned this better than House Ebonmar. A politically oriented noble bloodline, Ebonmar has mastered the art of learning the most hidden facets of their rivals, while keeping their own dealings quiet and unseen. Their greatest tools in this endeavor are the infiltrators—or “guides” as they are obliquely referred to—who act as spies, saboteurs, and—when necessary—blackmailers of unsurpassed ability on behalf of the house.
The infiltrator is a master of stealth and deception, an interpreter, and an escape artist. Few individuals other than bards, rogues, and perhaps ambitious experts can master the wide variety of skills necessary to become an infiltrator. Monks could manage it, if they’re willing to spend a great many skill points on cross-class skills. All others must either multiclass or wait until much higher levels to become an infiltrator.
Role: DPS Utility
Characteristics: Limited Casting. Hypernaturally aware class that can slip into the shadows after dealing damage
Source: Cityscape
Game Rule Information
The Ebonmar Infiltrator has the following game statistics.
Abilities: Dexterity for remaining stealthy, Intelligence for your skills and Ebonmar spells, Wisdom for your tracking and observation skills..
Alignment: Any
Hit Die: d6
Starting Gold: N/A
Class Skills
The Ebonmar Infiltrator's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex) Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Ebonmar Infiltrator.
Weapon and Armor Proficiency: A Ebonmar Infiltrator is proficient with whatever they were already proficient with prior to taking levels in this class. 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 + character level. 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. 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. 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.
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.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special | Spells per Day | |||
---|---|---|---|---|---|---|---|---|---|
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 | 4 | 4 | 2 | 0 |
8th | +6 | +2 | +6 | +2 | Hide in plain sight, sneak attack +3d6 | 4 | 4 | 3 | 1 |
9th | +6 | +3 | +6 | +3 | Hyper-awareness | 4 | 4 | 3 | 2 |
10th | +7 | +3 | +7 | +3 | Piercing insight +4, shadow in the night | 4 | 4 | 3 | 3 |
Adaptation
The Ebonmar infiltrator is easy enough to adapt to most campaigns by simply changing its flavor. The class might be associated with a different political house, or with a guild of thieves or assassins. It might be a religious cult devoted to a god of thieves or shadows, in which case you might consider making the spells divine rather than arcane. Alternatively, the class might be associated with a government, representing a cabal of specially trained and mystically enhanced covert operatives.
Spell List
1st Level: Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Secret Doors, Detect Weaponry, Disguise Self, Expeditious Retreat, Ghost Sound, Jump, Obscuring Mist, Secret Weapon.
2nd Level: Cat’s Grace, Darkness, Detect Thoughts, Fox’s Cunning, Illusory Script, Invisibility, Knock, Owl’s Wisdom, Pass Without Trace, Spider Climb, Undetectable Alignment.
3rd Level: Arcane Sight, Darkvision, Deeper Darkness, Locate Object, Misdirection, Nondetection, See Invisibility, Secret Page, Tongues.
4th Level: Arcane Eye, Clairaudience/Clairvoyance, Detect Scrying, Dimension Door, Freedom of Movement, Greater Invisibility, Locate Creature, Modify Memory, Scrying.
Bonus Spells
In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.
Skill Bonus | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
1 | 1 | 1 | 0 | 0 |
2 | 2 | 1 | 1 | 1 |
3 | 3 | 2 | 2 | 1 |
4 | 4 | 2 | 2 | 1 |
5 | 5 | 3 | 2 | 1 |
6 | 6 | 3 | 2 | 2 |
7 | 7 | 4 | 2 | 2 |
8 | 8 | 4 | 3 | 2 |
9 | 9 | 5 | 3 | 2 |
10 | 10 | 5 | 3 | 3 |
11 | 11 | 6 | 4 | 3 |