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Infiltrator
Infiltrator is a sturdy chain shirt assembled from shiny rings of mithral, constructed primarily for military use but not without a discerning eye for craftsmanship.
Nonlegacy Game Statistics: +1 mithral shirt; Cost 2,100 gp. Omen: When wearing Infiltrator, you can focus your vision, gaining the visual effects of a magnifying glass or a spyglass (see pages 130 and 127 of the Player’s
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Handbook, respectively). HISTORY
The product of a misspent youth, Dekarius Daystorm was a sneaky adolescent scion of a wealthy merchant family that made its fortune building siege engines for its nation’s armies. Dekarius was determined to learn all his family’s dark secrets, and he had a knack for serendipitously overhearing whispered confidences. According to his father, the lad possessed too much talent for this skill. Something about Dekarius caused people to open up around him. The entire family came to fear his insatiable curiosity and powers of deduction—extortion, infidelity, and even murder ran through their history, all there for the idle young man to discover. So, without telling his son beforehand, Dekarius’s father enlisted him into the royal army, hoping the military could make good use of his incisive skills. Dekarius was sent on his way with the shirt of mithral chain that would later become Infiltrator. (DC 15) Dekarius raged and fumed at the underhanded way his father had enrolled him into the army, but the youth could do nothing about it. The paperwork was signed. To spite his father, Dekarius excelled in all tasks assigned him and quickly demonstrated a natural aptitude for gathering information about any enemy. As a result, he was sent deep into hostile territory, always returning with, at the very least, a detailed report of armaments, deployments, and troop numbers. Dekarius, however, was never satisfied with such a superficial accounting. He often dressed as a
member of opposing forces and boldly moved among their encampments, specifically noting officers, assessing personalities, and paying close attention to command styles. Dekarius even managed to overhear specific strategies being discussed by senior commanders. All of these accomplishments made him an invaluable resource to the royal army. (DC 20; Behind the Lines) Dekarius made a reputation for himself among his superiors, who came to rely on the information he provided. His spying was so dependable that battles were often delayed until he returned from a mission. Eventually, Dekarius was given the most covert assignment he had ever taken. He was to infiltrate a retreating enemy army, earn the trust of their commanding officers, and serve as their scout. Only Dekarius and his superiors were privy to this plan. Dekarius was allowed to provide the enemy leaders some useful intelligence, but only to gain their trust. Sly disinformation would follow. The operation worked perfectly, allowing Dekarius to send crucial facts to his commanders on a regular basis. During a stay in an enemy metropolis, however, Dekarius was taken aback when he spotted his father in the streets. Younger shadowed elder through the city’s avenues The wearer of Infiltrator can avoid and byways. The older man went into various sorts of detection a military barracks, and Dekarius realized he was supplying siege engines to both sides in the war. (DC 25; Inside Track) When Dekarius discovered his father was doubledealing, his patriotism wrestled with his family loyalty. The young soldier confronted his father, who revealed he had been secretly traveling back and forth across the war lines for years. The Daystorm cartel even worked to maintain an artificial balance of power to keep its industry alive. Dekarius’s father made it clear the whole family would suffer if this duplicitous trading were stopped. Such deals were wholly responsible for the family’s current wealth. Dekarius weighed these words against everything he knew about his kin and the corruption running
Illus. by D. Crabapple
Table 3–27: Infiltrator
——————— Personal Costs ——————— Wielder Reflex Save Skill Check Hit Point Skill Point Level Penalty Penalty Loss Loss Abilities
5th — — — — Low-light vision 6th — — 2 3 Collecting facts +5 7th –1 –1 — — Local garments 8th — — — 3 Thorough sweep +5 9th — — — — — 10th — — 2 — Higher vantage 11th — — — — Darkvision 12th –2 — — — +3 mithral chain shirt 13th — — — 3 Local tongue 14th — –2 — — — 15th — — — — Fly on the wall at will 16th — — — 3 Incisive mind at will 17th — — — — Blindsense 18th — — — 3 Collecting facts +15 19th — –3 — — Thorough sweep +15 20th — — — 3 Nondetection
deep through their history. Money had brought them only misery. As he told his father to flee and never show himself in their homeland again, Dekarius could sense the old man’s bodyguards approaching from behind.
He turned to face the cutthroats, only to feel the chill ache of steel driving into his back and out through his chest. The Daystorm business was preserved. (DC 30; Between the Lines) LEGACY RITUALS
Three rituals are required to unlock all the abilities of Infiltrator.
Behind the Lines: You are required to obtain knowledge about three secrets, to which you would not normally have been privy, using DC 20 Gather
Information checks. If even one check fails, so does the ritual. You must then spend one day in meditation on Infiltrator. Cost: 4,300 gp. Feat Granted: Least
Legacy (Infiltrator).
Inside Track: You have to use a Listen check to successfully eavesdrop on a whispered conversion (DC 15 or higher) and clearly understand what is being said, represented by beating the DC by 10 or more. Cost: 12,700 gp. Feat Granted: Lesser Legacy (Infiltrator).
Between the Lines: You must succeed on a Sense
Motive check to discern whether a creature with a
Bluff bonus of +20 or more is attempting to deceive you in a social situation. Cost: 40,500 gp. Feat Granted:
Greater Legacy (Infiltrator). WIELDER REQUIREMENTS
Infiltrator is worn primarily by bards or rogues, although rangers are also common.
Infiltrator Wielder Requirements
Gather Information 2 ranks Listen 2 ranks Sense Motive 2 ranks
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Infiltrator. Low Light Vision (Su): At 5th level, you gain lowlight vision.
Collecting Facts (Su): At 6th level, Infiltrator grants you a +5 competence bonus on Spot checks. At 18th level, this bonus increases to +15. Local Garments (Su): Starting at 7th level, you can change the shape and form of Infiltrator to appear as normal clothing. The armor retains all its normal properties (including weight) when glamered. You can also use this feature to touch another’s clothing, creating a perfect duplicate of his or her attire. Only a true seeing spell or similar magic reveals the actual nature of the disguised armor. Thorough Sweep (Su): At 8th level, Infiltrator grants you a +5 competence bonus on Search checks. At 19th level, this bonus increases to +15.
Higher Vantage (Su): At 10th level, you gain a climb speed of 20 feet. You can also move on vertical surfaces and ceilings, as the spider climb spell, for up to 10 minutes per day. This time need not be spent consecutively. Caster level 5th.
Darkvision (Su): At 11th level, you gain darkvision with a range of 60 feet. If you already possess darkvision, the range of your vision extends another 30 feet.
Local Tongue (Su): Starting at 13th level, you can speak and understand the language of any creature that can speak.
Fly on the Wall (Sp): At 15th level and higher, at will on command, you can use invisibility as the spell.
Caster level 10th.
Incisive Mind (Sp): Beginning at 16th level, at will on command, you can use detect thoughts as the spell.
The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Caster level 11th. Blindsense (Su): At 17th level, you gain blindsense with a range of 30 feet (see page 306 of the Monster
Manual).
Nondetection (Su): Starting at 20th level, you act as if constantly under the effects of a nondetection spell.
Caster level 5th. ADVENTURE SEED (EL 8)
Dekarius’s father sold Infiltrator after his son’s death. Being mithral, it fetched a good price from a mercenary elf named Tezarune, and the bladesinger quickly realized more power existed in the chain shirt than was first apparent. Now Tezarune uses Infiltrator to aid his schemes. A selfish and greedy person, he likes to shadow other explorers, allow those others to do the dirty work (such as fighting), and then claim some choice bits of treasure while invisible.
Tezarune CR 8
Male elf fighter 4/wizard 2/bladesinger* 1 CN Medium humanoid Init +2; Senses low-light vision; Listen +2, Spot +5 (if familiar within 5 ft. Listen +4, Spot +7) Languages empathic link, Common, Draconic, Elven, Orc AC 18, touch 13, flat-footed 15; Dodge hp 41 (7 HD) Immune sleep Fort +5, Ref +6, Will +5 (+7 against enchantments) Speed 30 ft. (6 squares) Melee mwk longsword +10/+5 (1d8+2/19–20) or Ranged mwk composite longbow +9/+4 (1d8+2/×3) Base Atk +6; Grp +8 Special Actions Combat Expertise Combat Gear potion of cure moderate wounds, potion of fox’s cunning, 4 scrolls of invisibility, 2 scrolls of enlarge person, 2 scrolls of shield Wizard Spells Prepared (CL 3rd): 2nd—flaming sphere (DC 14), mirror image 1st—burning hands (DC 13), magic missile, shocking grasp (+8 melee touch) 0—daze (DC 12), detect magic, ghost sound (DC 12), ray of frost (+8 ranged touch) Abilities Str 14, Dex 14 Con 12, Int 15, Wis 8, Cha 10 SQ able to notice secret or concealed doors, bladesong style, familiar, local garments, share spells Feats AlertnessB (if familiar within 5 ft.), Combat Casting,
Combat ExpertiseB, Dodge, Investigator, Least
Legacy (Infiltrator)B, Scribe ScrollB, Weapon Focus (longsword)B, Weapon Specialization (longsword)B Skills Balance +5, Concentration +4 (+8 casting defensively), Gather Information +3, Jump +5,
Listen +2 (+4 if familiar within 5 ft.), Perform (dance) +1, Perform (sing) +1, Search +5, Spot +5 (+7 if familiar within 5 ft.), Tumble +6 (Skills include personal cost of –1 penalty on all skill checks.) Possessions combat gear plus Infiltrator, masterwork longsword, masterwork composite longbow (+2 Str bonus) with 20 arrows, 10 cold iron arrows, 10 silver arrows, bag of holding (type II) Spellbook as above plus 0—all; 1st—charm person, enlarge person, obscuring mist, shield, sleep, true strike; 2nd—invisibility. Bladesong Style (Ex) When wielding a longsword or rapier in one hand and nothing in the other, Tezarune gains a +1 dodge bonus to Armor Class (included in AC). Local Garments (Su) Can change the shape and form of Infiltrator to the appearance of normal clothing.
Can touch another’s clothing, creating a perfect duplicate of his attire. True seeing reveals the nature of Infiltrator.
*See page 17 of Complete Warrior for the bladesinger prestige class.
Weasel Familiar CR —
N Tiny magical beast (augmented animal) Init +2; Senses low-light vision, scent, Listen +1,
Spot +3 Languages empathic link AC 15, touch 14, flat-footed 13 hp 20 (7 HD) Resist improved evasion Fort +4, Ref +5, Will +5 Speed 20 ft. (4 squares), climb 20 ft. Melee bite +10 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +6; Grp –6 Atk Options attach Abilities Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Feats Agile, Weapon FinesseB Skills Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3 *A weasel can choose to take 10 on a Climb check, even if rushed or threatened Attach (Ex) If a weasel hits with its bite attack, it latches on and automatically deals bite damage each round it remains attached. While attached, it loses its Dexterity bonus to AC. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.