Talk:Infiltrator

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There is a class pair in the complete adventure called the nightsong enforcer/infiltrator that I think are just the bee's knees. They probably aren't what you are looking for exactly, but my favorite part of the classes are teamwork-centric abilities that I think work really well with gnomes. Here they are:

Enforcer:

  • Teamwork: +20 on listen and spot checks to see allies. After 9th level, they know the location and status of all allies within 30 feet.
  • Skill Teamwork: Allies within 30 feet that can see this character get a +2/4 circumstance bonus to balance, climb, escape artist, hide, listen, move silently, spot
  • Flanking Teamwork: When this character flanks an opponent, all other flanking characters get a +1 bonus to hit in addition to the normal flanking bonus

Infiltrator:

  • Teamwork Trap Sense: +1/2/3/4 to reflex saves to avoid traps and AC for attacks made by traps for this character and all allies within 30 feet that can see you
  • Teamwork Infiltration: If the character spends 1 hour studying a 10ft square area, they grant a +2/4 bonus on all balance, climb, escape artist, hide, listen, move silently, spot made in that are to themselves and all allies withing 30 ft that can see them
  • Teamwork Sneak Attack: +1d6 sneak attack, and when the character can apply it to damage rolls against an enemy, all allies gain that bonus to damage against said enemy
  • Grand Move Action: 1/2 per day, this character allows all allies within 30 feet that can see him to make an immediate move action

Even if they don't make it into this class, I think they are super cool for another gnome class.


Those really are cool. I'll have to build a class around the concept, but yeah, this infiltrator is a different direction. I went ahead and did that one next. --me!