Infiltrator

Known for your skill in entering locations unaware. You become one with the night, phasing yourself into the background and blending with your surroundings through either camouflage or subversion.

At 2nd level, you can select to take this archetype in place of your bonus feat. This archetype grants the following.

**Sweep (Ex)**

At 2nd level, An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or its eyes, even seemingly being able to look around corners. The Infiltrator gains a +4 bonus to perception checks, and covers an area out to 30 feet away from the Infiltrator, able to see everything around them, around corners and behind things as if the Infiltrator were looking itself.

If the Infiltrator can take a standard action to scan over an area, the bonus is instead equal to ½ of their infiltrator level or +4, whichever is higher, and it covers an area out to 60 feet from the Infiltrator. This allows the Infiltrator to look around corners, but only corners within reach of the infiltrator that it could theoretically see around as it is simply using sounds, reflections, and knowledge of architecture and tactics to its advantage.

At 4th level this is a move action to perform, and at 6th level it is a swift action and can be done at the beginning of Initiative.

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 stealth result.

**Improvised Implements (Ex)**

At 4th level, an Infiltrator gains the feat catch off guard as a bonus feat. If the Infiltrator already had that feat they can select another that they qualify for at this level. 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.

**Tactical Espionage Action (Ex)**

At 6th level, the Infiltrator gains a Tactics pool of a number of points equal to its Infiltrator level + its intelligence modifier. These points can be expended as a swift action, or immediate action depending on the effect, and can be used to do the following.

·        Duck under cover: By spending a point as a swift or immediate action, the Infiltrator can duck behind an object or corner within 5 feet, and move 5 feet behind it. This allows the Infiltrator to make a stealth check with a -4 penalty. If the Infiltrator was already making a stealth check when it uses this ability it can use the previous bonus or roll again. If the creature does not spot you, your position is not given away. This can also be used if a creature is attacking you to gain a +4 bonus to armor class against ranged attacks for the round.

·        Snapshot: By spending 2 Points as a swift or immediate action, the Infiltrator can make a single attack, or CMB check against a creature that has spotted them and is making it known that they have spotted the Infiltrator. If the creature is successfully eliminated by the attack, they do not successfully sound any sort of alarm.

·        Swiftness: By spending 1 point as a swift action, the Infiltrator gains a +4 bonus to stealth, Bluff, or disguise checks for 1 round.

·        Distraction: By spending 1 point as a swift action, the Infiltrator can throw something or make a noise to distract a creature. This can be anywhere within 30 feet that the Infiltrator can see. The Infiltrator must make a bluff check against the creature.

**Swift Crawl (Ex)**

At 8th level, the Infiltrator gains the ability to move at full speed while crawling instead of ½ speed. In addition they can get up from the prone position as a free action.

**Skill Mastery (Ex)**

At 10th level, an Infiltrator selects a single skill. The Infiltrator gains the signature skill feat for this skill. At 14th and 18th levels the Infiltrator gains the feat as a bonus feat again for new skills.

**Improvised Weapon Damage (Ex)**

At 12th 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 Tactical Espionage Action (Ex)**

At 16th level, the Infiltrator can do the following.

·        Tactical Planning: By spending 1 point from their tactics pool as a swift action, they can make a knowledge tactics check against an enemy, or a knowledge physical sciences check about a vehicle. The DC of this check is 10+ the enemy’s hit dice+ The enemy’s Charisma modifier. If successful, the Infiltrator gains a +1 bonus to attack rolls, Saving throws, and armor class against that creature for 1 minute. This bonus increases by +1 for every 5 you beat the DC by to a maximum of your intelligence modifier.

·        Improved Sweep: By spending 1 point from their tactics pool when using sweep, you increase the bonus to the check by an amount equal to your intelligence modifier, and you increase the range you can examine by +30 feet.

·        Close Quarters Combat: By spending a point of your tactics pool as a swift action, you can gain a +4 bonus to CMB and CMD for 1 round.

**Without a Trace**

At 20th level, Once per day for every 5 levels the Infiltrator possesses, when an Infiltrator makes a skill check that requires an opposed roll, the creature must roll twice and take the worst result. In addition the Infiltrator can roll twice and take the better result.