Infiltrator (4e Future Origin)

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Infiltrator[edit]

infiltrate_by_heat_phoenix-d59dlsi.jpg
Infiltrate by Heat-Phoenix at DeviantArt

It's your job to quietly get into the enemy installation, steal the data or sabotage the computer, and slip out again. You are adept at finding interesting vents, ledges and tunnels to access. In combat, you like to worm your way into a distant, advantageous position to pick people off with a sniper rifle.

Appearance: You are lithe and lean; of skin-tight armor you are keen.

Infiltrator Traits
Ability: Dexterity
Power Source: Bio; +2 to Bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Acrobatics checks.
Slinky (Level 1): You gain a +2 bonus to Reflex.
Tools of the Trade (Level 1): When you use an item that grants a bonus to skill rolls for certain actions, you gain an additional +2 bonus to the skill roll. Actions include Athletics checks made to climb; Mechanics checks made to unlock objects; Science checks made to access or hack computers; or Stealth checks made to hide.
Infiltrator Critical (Level 2 or 6): When you score a critical hit, you deal an extra 1d10 damage and you may shift 2 squares.


Sniping Shot Infiltrator Novice
The further away you are, the easier it is for you to hit.
At-Will Star.gif Bio, Weapon
Standard Action Ranged weapon
Target: one creature at least 10 squares away
Attack: Dexterity modifier + your level + weapon accuracy + 2 vs. AC
Hit: 1[W] + Dexterity modifier + your level physical damage. You gain a +2 power bonus on your next attack roll against the target before the end of your next turn.



Recon Infiltrator Utility
You focus and pick out your targets, be they near or far.
Encounter Star.gif Bio
Minor Action Personal
Effect: You gain darkvision and a +2 bonus to Perception checks until the end of your next turn.



Surprised You Infiltrator Expert
The last thing they ever see will be... well, not you.
Encounter Star.gif Bio, Physical
Free Action Personal
Trigger: You hit a creature while you have combat advantage against them.
Effect: You deal an extra 2d6 physical damage you you become invisible to the target until the end of your next turn.


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