The material below is Open Game Content from a 3PP Source
Infiltrator
Some rangers study their favored enemies and learn their ways, applying this knowledge to their own abilities and using their foes' strengths against them. Infiltrators are willing to walk a mile in an enemy's shoes so as to learn eveything there is to know about their foes in order to more effectively hunt and kill them.
Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain.
- Aberration: amphibious, darkvision 60 ft., Iron Will, natural armor +2.
- Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.
- Construct: darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.
- Dragon: darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.
- Fey: Iron Will, Lightning Reflexes, low-light vision.
- Humanoid (aquatic): low-light vision, natural armor +2, darkvision, swim 15 ft.
- Humanoid (dwarf): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.
- Humanoid (elf): elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.
- Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.
- Humanoid (gnoll): darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.
- Humanoid (gnome): defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.
- Humanoid (goblinoid): darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).
- Humanoid (Halfling): fearless, halfling luck, keen senses, sure-footed, weapon familiarity.
- Humanoid (human): Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).
- Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.
- Humanoid (reptilian): darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).
- Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.
- Monstrous Humanoid: darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.
- Ooze: acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).
- Outsider: darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes.
- Plant: low-light vision, Great Fortitude, Iron Will.
- Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2), Skill Focus (Stealth).
- Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.
The material below is Open Game Content from The Modern Path
INFILTRATOR
Skill Points per Level: 8+ Int modifier
Hit Dice per Level: d8
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 |
| 2nd | +1 | +0 | +3 | +0 |
| 3rd | +2 | +1 | +3 | +1 |
| 4th | +3 | +1 | +4 | +1 |
| 5th | +3 | +1 | +4 | +1 |
| 6th | +4 | +2 | +5 | +2 |
| 7th | +5 | +2 | +5 | +2 |
| 8th | +6/+1 | +2 | +6 | +2 |
| 9th | +6/+1 | +3 | +6 | +3 |
| 10th | +7/+2 | +3 | +7 | +3 |
| 11th | +8/+3 | +3 | +7 | +3 |
| 12th | +9/+4 | +4 | +8 | +4 |
| 13th | +9/+4 | +4 | +8 | +4 |
| 14th | +10/+5 | +4 | +9 | +4 |
| 15th | +11/+6/+1 | +5 | +9 | +5 |
| 16th | +12/+7/+2 | +5 | +10 | +5 |
| 17th | +12/+7/+2 | +5 | +10 | +5 |
| 18th | +13/+8/+3 | +6 | +11 | +6 |
| 19th | +14/+9/+4 | +6 | +11 | +6 |
| 20th | +15/+10/+5 | +6 | +12 | +6 |
TRAINING
CONTACTS
Prerequisite: None
Benefit: The Infiltrator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents.
The Infiltrator can use Hero Points in place of Prestige Points when dealing with criminal Factions.
COVERT ATTACK
Prerequisite: None
Benefit: The Infiltrator gains the Rogue’s Sneak Attack class feature.
This can be taken again to increase the d6
FALSE ALLEGIANCE
Prerequisite: None
Benefit: The Infiltrator can fits in with whatever group he chooses to be with. For 1 Hero Point, the Infiltrator can successfully emulate another Faction. This effect lasts for 1 round per level of the Infiltrator and is a move action to initiate but not to maintain.
FORTUNE’S FAVOR
Prerequisite: None
Benefit: The Infiltrator cannot be caught flat-footed, even if the attacker is unseen. He still loses his Dexterity bonus to AC if immobilized. The Infiltrator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
RESOURCES
Prerequisite: None
Benefit: The Infiltrator is considered to have considerable material resources either at hand or easily and cheaply acquired. The Infiltrator doesn’t need to spend Prestige Points to buy Faction restricted items.
ROGUE TRAINING
Prerequisite: None
Benefit: None
Benefit: The Infiltrator gains access to the Rogue Talents class feature.
POISON EXPERT
Prerequisite: None
Benefit: The Infiltrator is trained in the use of poison and cannot accidentally poison themselves when preparing a poison. The Infiltrator gains a +1 saving throw bonus against poisons. This bonus increases by +1 every two levels.
THOUSAND FACES
Prerequisite: Covert Attack
Benefit: The Infiltrator can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
UP MY SLEEVE
Prerequisite: None
Benefit: The Infiltrator becomes a master at hiding weapons on his body. He adds his level to all Sleight of Hand skill checks made to prevent others from noticing them.
WORD ON THE STREET
Prerequisite: None
Benefit: For one Hero Point spent, the Infiltrator gets a +1 bonus on Knowledge (streetwise) checks.
This effect lasts for 1 round per level of the Infiltrator and is a standard action to initiate but not to maintain.