CHAPTER 1:CHARACTERS,SKILLS & FEATSGranted Domain (Ex): A divine emissary gainsaccess to one of his deity's domains, as well as thegranted power of that domain. The extra domainexpands a paladin's selection of spells, but he does notgain the ability to cast higher-level spells than he otherwisecould. Clerics gain an additional domain butotherwise use the rules for preparing spells from theirdomains normally.Divine Inspiration (Sp): A divine emissary gains a +2luck bonus on his attack and damage rolls for 10rounds, once per day at 1st level, plus one additionaltime per day every three levels thereafter (4th, 7th,11th, and so on).Extra Smite (Su): A divine emissary can use hissmite ability two extra times per day, plus one additionaltime per day every three levels thereafter (5th,8th, 11th, and so on). To determine the damage withany smite attack, a divine emissary adds together hisdivine emissary levels and class levels that originallyconferred the smite ability.Greater Planar Ally (Sp): The emissary can call a greaterplanar ally (as the spell) once per day at 3rd level, plus oneadditional time per day every ten levels thereafter (13th,23rd, 33rd, and so on). The ally does not request a returnfavor when a divine emissary uses this ability.Bonus Feats: The divine emissary gains abonus feat at 6th level and an additional bonusfeat every ten levels thereafter (16th, 26th,36th and so on). These bonus feats must beselected from the following list: ArmorSkin, Devastating Critical, <strong>Epic</strong> leadership,<strong>Epic</strong> Prowess, <strong>Epic</strong> Reputation,<strong>Epic</strong> Toughness, <strong>Epic</strong>Weapon Focus, Great Smiting,Holy Strike, Improved Auraof Courage, Improved CombatCasting, Improved SpellCapacity, Legendary Commander,Legendary Rider,Overwhelming Critical, PerfectHealth, Permanent Emanation,Planar Turning, PositiveEnergy Aura, SpectralStrike, Spontaneous Spell,Widen Aura of Courage.Divine Hand (Su): Sometimesthe divine emissaryfeels the touch of his deity.As a free action, the emissarygains a +20 sacred (orprofane if appropriate) bonuson his next melee or rangedattack roll, as long as the attack is madewith the deity's favored weapon. The emissarycan use divine hand once per day at9th level, plus one additional time per dayevery ten levels thereafter (19th, 29th,and so on).TABLE 1–26: THE DIVINE EMISSARYDivineEmissary<strong>Level</strong> Special1st Divine inspiration 1/day, granted domain2nd Extra smite 2/day3rd Greater planar ally 1/day4th Divine inspiration 2/day5th Extra smite 3 /day6th Bonus feat7th Divine inspiration 3/day8th Extra smite 4/day9th Divine hand 1/day10th Divine inspiration 4/dayEPIC INFILTRATORThe epic infiltrator is an agent of espionage, an undercoveroperative, and sometimes a saboteur. He is theplant in the enemy's forces, going incognito to retrievesecret battle plans or steal a valuable item. He excels atpretending to be someone other than he is, convincingeveryone around him through disguises and anuncanny ability to tell people what they want to hear.He may use special equipment to aid him in his mission,but his most important tool is his own ability tostay calm in a tight spot. His grace under pressure helpshim get the information he needs to succeed withoutgetting caught.Rogues and bards are best suited for becoming epicinfiltrators, but fighters, wizards, and sorcerersalso work well undercover. Other classes turn toespionage less often. Barbarians, druids, andpaladins do not usually work well as spiesexcept in very unusual circumstances.<strong>Epic</strong> infiltrators often workfor governments or powerfulmerchant lords. Sometimesthey accept short-term, oneshotmissions, but often theyengage in long-term infiltrationoperations. Many epicinfiltrators operate freelance,taking contracts through athird party. Occasionally, anepic infiltrator may be found aspart of an adventuring group, Iputting his talents to use as ascout. The Regulators havemany epic infiltrators amongtheir ranks, and the Gleaners,the Garrote, and the Godkissed allemploy them from time to time (seeChapter 6).Hit Die: d6.RequirementsTo qualify to become an epicinfiltrator, a character must fulfillall the following criteria.Alignment: Any nonchaotic.28
Skills: Bluff 24 ranks, Diplomacy 10 ranks, Disguise 24ranks, Read Lips 10 ranks.Feats: Alertness.<strong>Epic</strong> Feat: Polyglot.Special: Must have successfully spent one monthusing the Disguise skill to pose as someone else.Class SkillsThe epic infiltrator’s class skills (and the key ability foreach skill) are Appraise (Int), Balance (Dex), Bluff(Cha), Climb (Str), Craft (Int), Decipher Script (Int),Diplomacy (Cha), Disable Device (Int), Disguise (Cha),Escape Artist (Dex), Forgery (Int), Gather Information(Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha),Jump (Str), Listen (Wis), Move Silently (Dex), OpenLock (Dex), Pick Pocket (Dex), Profession (Wis), ReadLips (Int), Scry (Int), Sense Motive (Wis), and Spot(Wis). See Chapter 4: Skills in the Player’s <strong>Handbook</strong> forskill descriptions.Skill Points at Each <strong>Level</strong>: 8 + Int modifier.Class FeaturesThe following are class features of the epic infiltratorprestige class.Weapon and Armor Proficiency: An epic infiltratoris proficient with all simple and martial weapons, allarmor, and shields.Improved Cover Identity (Ex/Su): At 1st level, anepic infiltrator establishes three specific cover identities,plus one additional cover identity every four levelsthereafter (5th, 9th, 13th, and so on). An epic infiltratorat work must keep his true identity secret, so he pretendsto be a merchant, a stable boy, or an innkeeper, orpossibly a fighter, a low-level wizard, or some otherclass. A cover identity allays others’ suspicions andleads opponents to underestimate the epic infiltratoruntil it is too late.While operating in a cover identity, the epic infiltratorgains a +4 circumstance bonus on Disguise checksand a +2 circumstance bonus on Bluff and Gather Informationchecks.When the epic infiltrator has the option of adding anew cover identity, he may instead work on further perfectinga cover identity already possessed. An improvedcover identity grants a +6 circumstance bonus on Disguisechecks and a +4 circumstance bonus on Bluff andGather Information checks while operating in that identity.A specific cover identity may be improved again andagain, each time adding +2 to the bonuses.The web of different cover identities inside the epicinfiltrator’s mind makes it impossible to detect his alignmentwith any form of divination. This ability functionsexactly like an undetectable alignment spell, except that it isalways active as a supernatural ability. Only divinationsare confounded; spells that function only against certainalignments, such as protection from evil and holy smite, affectthe epic infiltrator normally.Should the epic infiltrator wish to “retire” a coveridentity and develop a new one, he must spend oneweek rigorously practicing subtle vocal intonations andbody language before he earns the bonuses. Cover identitiesdo not in themselves provide the epic infiltratorwith additional skills, proficiencies, or class featuresthat others might expect of the pretended professions;however, a successful Bluff check at the right time isenough to deter suspicion.The epic infiltrator can switch cover identities ordon a disguise using the Disguise skill in 1d3 minutes.He can also put on or take off armor in one-half thenormal time.Sneak Attack: If an epic infiltrator can catch anopponent when she is unable to defend herself effectivelyfrom his attack, he can strike a vital spot forextra damage. Basically, any time the epic infiltrator’starget would be denied her Dexterity bonus to AC(whether she actually has a Dexterity bonus or not),the epic infiltrator’s attack deals +1d6 points ofdamage. This extra damage increases by +1d6 pointsevery three levels (+2d6 at 4th level, +3d6 at 7th level,+4d6 at 10th level, and so on). Should the epic infiltratorscore a critical hit with a sneak attack, this extra damageis not multiplied.It takes precision and penetration to hit a vital spot, soranged attacks can only count as sneak attacks if thetarget is 30 feet away or less.With a sap or an unarmed strike, the epic infiltratorcan make a sneak attack that deals subdual damageinstead of normal damage. He cannot use a weapon thatdeals normal damage to deal subdual damage in a sneakattack, not even with the usual –4 penalty, because hemust make optimal use of his weapon in order to executethe sneak attack.An epic infiltrator can only sneak attack living creatureswith discernible anatomies—undead, constructs,oozes, plants, and incorporeal creatures lack vital areasto attack. Additionally, any creature immune to criticalhits is similarly immune to sneak attacks. Also, the epicinfiltrator must also be able to see the target wellenough to pick out a vital spot and must be able toreach a vital spot. The epic infiltrator cannot sneakattack while striking at a creature with concealment orby striking the limbs of a creature whose vitals arebeyond reach.If an epic infiltrator gets a sneak attack bonus fromanother source (such as rogue levels), the bonuses todamage stack.Specialist Training (Ex): At 2nd level, the epic infiltratorgains the benefit of focusing his craft on a particulartype of work, specializing in one of the followingcategories and receiving a +3 bonus on all checks withthe listed skills. Every three levels thereafter (5th, 8th,11th, and so on), the epic infiltrator gains specialisttraining again. He may select the same category morethan once.Concealment: Bluff, Disguise, Forgery, and Innuendo.CHAPTER 1:CHARACTERS,SKILLS & FEATS29
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318Indexability increases 6abominat