Ruins of Adventure
- Races: Any
- Sub-Classes: Any
- Ability Requirements: Cha 14
- Alignments: Any
- Starting Cash: By class
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Any Short or Medium Blade
- Allowed Weapons: By class
- Allowed Armors: By class
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Acting, Disguise, Etiquette, Information Gathering, Observation
- Required Proficiencies: none
- Recommended Proficiencies: Acting, Ancient History, Assimilation, Blind-Fighting, Bribery, Bureaucracy, City Familiarity, Cryptography, Detect Signing, Enamor, Feign Sleep, Forgery, Gaming, Hiding, Intrigue, Local History, Modern Languages, Persuasion, Psionic Mimicry, Reading Lips, Sabotage, Signaling, Somatic Concealment, Tightrope Walking, Time Sense, Underclass
- Forbidden Proficiencies: none
- Pick Pockets: —
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: —
- Hear Noise: —
- Climb Walls: —
- Read Languages: —
Overview: Whether in urban or wilderness situations, the Infiltrator is the master of stealth and disguise. Infiltrators specialize in getting into places that are otherwise inaccessible-whether through social skills and seduction, or simple breaking and entering. While some act as thieves, using their skills to get at particularly well-defended treasures, most serve as spies and information brokers. They may be mercenary, selling their services to any client who know how to find them.
Description: The only thing distinctive about the appearance of an Infiltrator is that he has no distinctive appearance. Clients can, by word of mouth, sometimes find out who the Infiltrators are, but only if the Infiltrator wishes to be found.
Role-Playing: When a client needs quick and reliable information with a minimum of fuss, they call on an Infiltrator. The Infiltrators’ motto is “If it’s a secret, it’s not.” Sometimes, the Infiltrator will gain information simply for the sheer joy of knowing it. Although this is a typically trait of many adventurers, only the Infiltrators go to such an extent to learn a secret.
The infiltrator will sometimes spend months in false identities where he consorts with NPCs being spied on. Though most of these missions can be presumed to take place outside normal campaign activities, the infiltrator is in constant danger of being recognized later by people he has known during these missions. Periodically, one of these previous victims may show up to complicate matters. The NFC does not automatically recognize the infiltrator, particularly with the Disguise proficiency complicating things, but the infiltrator may find it necessary to take extraordinary steps in order to limit contact with the character.
- Infiltrators are extremely adept at social engineering. The Infiltrator gains a +2 bonus on all Charisma-based proficiency checks.
- Infiltrators are so adept at disguises that they only suffer a -4 penalty when attempting to appear as another race. He gains an additional +1 bonus on all Disguise checks for every four levels he gains.
- The Infiltrator also gains a +10% bonus to the two thief skills of his choice. This is a one-time only bonus and cannot be changed later in the Infiltrator’s career. If the Infiltrator is not a member of a class that grants thief skills, he may still apply this bonus to the Climbing and Listening abilities possessed by all characters.
- The Infiltrator spends so much time taking on the roles of other people that he may begin to lose his own sense of identity. He suffers a -1 penalty per four levels (round up) on saving throws against charm, hypnotism, suggestion, domination, and memory altering effects. An Elf or Half-elf Infiltrator loses 10% from his charm and sleep resistance for every level he gains (to a minimum of 0%). Unless he is acting a role, the Infiltrator will be somewhat unsure of himself and may question his own motives.
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