STATS |
SAVING THROWS |
|
| Mod | | Base | | Ability Score | | Misc. Mods |
Defense | 27 | = | 10 | + | 5 (dexterity) | + | +4 (fast hero) +7 (infiltrator) +1 (gunslinger) +1 (defense martial arts) |
Initiative | 05 | = | 00 | + | 5 (dexterity) | + | 0 |
Fortitude Save | 04 | = | 1 (fast hero) 3 (infiltrator) | + | 0 (constitution) | + | 0 |
Reflex Save | 19 | = | 2 (fast hero) 7 (infiltrator) 1 (gunslinger) | + | 5 (dexterity) | + | +2 (lightning reflexes) +2 (astonishing reflexes) |
Will Save | 08 | = | 1 (fast hero) 3 (infiltrator) 1 (gunslinger) | + | 3 (wisdom) | + | 0 |
|
Attack (Unarmed) | 13/08 | = | 2 (fast hero) 5 (infiltrator) | + | 5 (dexterity) (weapon finesse) | + | +1 (brawl) |
Attack (Melee) | 06/01 | = | 2 (fast hero) 5 (infiltrator) | + | -1 (strength) | + | 0 |
Attack (Ranged) | 12/07 | = | 2 (fast hero) 5 (infiltrator) | + | 5 (dexterity) | + | +1 (point blank shot) |
Attack (Excalibur) | 14/09 | = | 2 (fast hero) 5 (infiltrator) | + | 5 (dexterity) | + | +1 (magic weapon) +1 (point blank shot) +1 (weapon focus) |
|
| Damage Roll | | Critical | | Attack Range | | |
Unarmed Attack | 1d6+STR 1d6 (brawl) | | n/a | | 0ft | | |
Excalibur | 2d6+3 2d6 (weapon hit die) +1 (magic weapon) +1 (point blank shot) +2 (firearm sniper) | | 20/x2 | | 40ft | | |
|
TALENTS & FEATS |
|
Evasion
If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. |
Uncanny Dodge 1
The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.) |
|
Acrobatic
You get a +2 bonus on all Jump checks and Tumble checks. |
Deceptive
You get a +2 bonus on all Bluff and Disguise checks. |
Brawl
When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. |
Simple Weapon Proficiency
You make attack rolls with simple weapons normally. |
Stealthy
You get a +2 bonus on all Hide checks and Move Silently checks. |
Personal Firearms Proficiency
The character can fire any personal firearm without penalty. |
Lightning Reflexes✹
You get a +2 bonus on all Reflex saving throws. |
Astonishing Reflexes✹
With Lightning Reflexes, you get a +2 bonus on all Reflex saving throws. |
Sweep✥
An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. |
Light Armor Proficiency✯
When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. |
Improvised Implements✥
At 2nd level, an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools. |
Alertness
You get a +2 bonus on all Listen checks and Spot checks. |
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Improved Evasion✥
If an Infiltrator of 4th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Infiltrator suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. |
Quick Draw✹
The character can draw a weapon as a free action. |
Weapon Finesse✯ (Unarmed)
With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. |
Weapon Focus✯ (Excalibur)
You gain a +1 bonus on all attack rolls you make using the selected weapon. |
Additional Skill Training✯ (Bluff)
You may choose one extra skill to treat as a class skill as well as receive +2 on all skill checks with this skill. |
Skill Mastery✥ (Disable Device, Sleight of Hand, Hide, Escape Artist, Balance)
At 5th level, an Infiltrator selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so. |
Dodge
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. |
Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. |
Improvised Weapon Damage✥
At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals. |
Improved Sweep✥
At 8th level, an Infiltrator’s ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Infiltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD). |
Close Combat Shot✥
At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity. |
Toughness
You gain +3 hit points. |
Deft Hands✹
You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. |
Defense Martial Arts
The character gains a +1 dodge bonus to Defense against melee attacks. |
Without a Trace✥
At 10th level, when an Infiltrator uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Infiltrator’s activity take a –4 penalty. |
Firearm Sniper✹
Upon gaining this feat, you may apply 1/2 your Dexterity bonus to damage rolls made with any firearm that you have Weapon Focus with. If you have the sneak attack, sudden strike, or skirmish ability, the maximum range that you may use those abilities is extended by 60 feet if you are using a firearm that you have Weapon Focus with. |
Key: ✯ Purchased Feat (4/20) ✹ Birthday Feat ✥ Specials |
SKILLS |
CLASS SKILLS |
|
| Mod | | Ability Score | | Ranks | | Misc. Mods |
Balance | 08 | = | 5 (dexterity) | + | +3 (fast hero) | + | 0 |
Craft (mechanical) | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Drive | 12 | = | 5 (dexterity) | + | +1 (fast hero) +6 (gunslinger) | + | 0 |
Escape Artist | 17 | = | 5 (dexterity) | + | +2 (fast hero) +10 (infiltrator) | + | 0 |
Hide | 13 | = | 5 (dexterity) | + | +6 (fast hero) | + | +2 (stealthy) |
Knowledge (streetwise) | 07 | = | 2 (intelligence) | + | +5 (fast hero) | + | 0 |
Knowledge (all) | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Move Silently | 19 | = | 5 (dexterity) | + | +6 (fast hero) +5 (infiltrator) | + | +2 (stealthy) +1 (criminal) |
Pilot | 05 | = | 5 (dexterity) | + | 0 | + | 0 |
Profession | 03 | = | 3 (wisdom) | + | 0 | + | 0 |
Ride | 05 | = | 5 (dexterity) | + | 0 | + | 0 |
Sleight of Hand | 15 | = | 5 (dexterity) | + | +1 (fast hero) +7 (infiltrator) | + | +2 (deft hands) |
Language (French) | -- | | | | | | |
Language (Undercommon) | -- | | | | | | |
Language (Slovchenian) | -- | | | | | | |
Tumble | 20 | = | 5 (dexterity) | + | +1 (fast hero) +12 (infiltrator) | + | +1 (acrobatic) |
|
Use Rope | 07 | = | 5 (dexterity) | + | 0 | + | +2 (deft hands) |
|
Climb | 09 | = | -1 (strength) | + | +3 (fast hero) +7 (infiltrator) | + | 0 |
Disable Device | 23 | = | 2 (intelligence) | + | +3 (fast hero) +18 (infiltrator) | + | 0 |
Disguise | 20 | = | 3 (charisma) | + | +2 (fast hero) +8 (infiltrator) | + | +2 (deceptive) +1 (criminal) |
Jump | 02 | = | -1 (strength) | + | +1 (fast hero) | + | +2 (acrobatic) |
Listen | 13 | = | 3 (wisdom) | + | +8 (infiltrator) | + | +2 (alertness) |
Search | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Spot | 13 | = | 3 (wisdom) | + | +1 (fast hero) +7 (infiltrator) | + | +2 (alertness) |
|
Bluff | 19 | = | 3 (charisma) | + | +4 (fast hero) +8 (inflitrator) | + | +2 (deceptive) +2 (additional skill training) |
Gamble | 03 | = | 3 (wisdom) | + | 0 | + | 0 |
Survival | 03 | = | 3 (wisdom) | + | 0 | + | 0 |
|
CROSS-CLASS SKILLS |
|
| Mod | | Ability Score | | Ranks | | Misc. Mods |
Computer Use | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Concentration | 02 | = | 0 (constitution) | + | +2 (fast hero) | + | 0 |
Craft (structural) | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Craft (visual art) | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Craft (writing) | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Diplomacy | 07 | = | 3 (charisma) | + | +4 (fast hero) | + | 0 |
Forgery | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Gather Information | 04 | = | 3 (charisma) | + | +1 (fast hero) | + | 0 |
Intimidate | 03 | = | 3 (charisma) | + | 0 | + | 0 |
Navigate | 02 | = | 2 (intelligence) | + | 0 | + | 0 |
Perform (act) | 04 | = | 3 (charisma) | + | +1 (fast hero) | + | 0 |
Research | 03 | = | 2 (intelligence) | + | +1 (fast hero) | + | 0 |
Sense Motive | 04 | = | 3 (wisdom) | + | +1 (fast hero) | + | 0 |
Swim | 01 | = | -1 (strength) | + | +2 (fast hero) | + | 0 |
Treat Injury | 03 | = | 3 (wisdom) | + | 0 | + | 0 |
|