Infiltrator Talents

 

Bothan SpyNet

     Bothan Resources: Your status within the SpyNet gives you access to additional resources. With a succesful DC 20 Gather Information skill check, you can purchase standard weapons, equipment, and transport services at 50% the going rate, and exotic or restricted items equipment and transport services at 75% the going rate.

         Prerequisite: SpyNet Agent.

         Knowledge Is Life: As a swift action, you can designate a single target in line of sight and make a Knowledge (galactic lore) skill check against a DC equal to 15+ target's CL. If the check is succesful, you gain a +2 morale bonus to the defense score of your choice for the remainder of the encounter.

          Prerequisite: SpyNet Agent.

         Knowledge Is Power: As a swift action, you can designate a single target in line of sight and make a Knowledge (galactic lore) skill check against a DC equal to 15+ target's CL. If the check is successful, you increase your critical hit range against the target by one for the remainder of the encounter. This effect stacks with similar effects, such as the Jedi Knight's Vaapad talent, or Elite Trooper's Extended Critical. You still do not score an automatic hit on anything other than a natural 20.

         Prerequisite: SpyNet Agent.

         Knowledge Is Strength: As a swift action, you can designate a single target in line of sight and make a Knowledge (galactic lore) skill check against a DC equal to 15+ target's CL. If successful, you gain a +2 morale bonus on attack rolls against that target for the remainder of the encounter.

         Prerequisite: SpyNet Agent.

         Six Questions: You have masteres the basic Bothan philosophy of Six Questions to glean more information from contacts from fewer questions. As a swift action, you can designate a single target in line of sight and make a Knowledge (galactic lore) skill check against a DC equal to 15+ target's CL. If successful, you learn the target's level, classes, ability scores, and how many Force and Destiny Points they have available.

         Prerequisite: SpyNet Agent.

         SpyNet Agent: You can use your Gather Information skill check instead of your Knowledge (Galactic Lore) skill check. You are considered trained in Knowledge (Galactic Lore) for purposes of this talent. If you are entitled to a Knowledge (Galactic Lore) reroll, you may reroll your Gather Information skill instead.

         Prerequisite: Bothan or two talents from the Infiltration tree and GM permission.

 

Camoflage

     Hide In Plain Sight: Once per encounter, when you are within 2 squares of cover or concealment, you can move to that cover and make a Stealth check to hide as a single move action.

         Prerequisites: Hidden Movement, Improved Stealth.

     Hidden Movement: You take no penalty to your Stealth skill when moving at your normal speed.

         Prerequisite: Improved Stealth.

         Hunker Down: Whenever you benefit from cover, you can spend a standard action to hunker down and maximize the benefit of the cover. You increase the benefit of cover to improved cover, and improved cover to total cover.

         Improved Stealth: You may choose to reroll any Stealth skill check, but you must accept the result of the reroll.

         Shadow Striker: You excel at fighting from the shadows, hitting your ooponents where they least expect it. You can use each of the following abilities once per encounter as a standard action:

         *Blinding Strike: Make an attack. If you damage the target,   you gain total concealment against them until the          beginning of your next turn.

         *Confusing Strike: Make an attack. If you have concealment against the target, or if they are denied there Dexterity   bonus to Reflex Defense, then a successful (damaging)        attack also causes the opponent to only be able to take a    swift action on their next turn.

         *Unexpected Attack: Make an attack against a target you      have concealment against. You gain a +2 bonus on this   attack, or +5 if you have total concealment.

         Prerequisites: Hidden Movement Improved Stealth.

         Total Concealment: Any situaution that would grant you concealment instead grants you total concealment.

         Prerequisites: Hidden Movement, Improved Stealth.

 

Infiltration

     Concealed Weapon Expert: Once per round you can use a swift action to reroll an attack made with a small, concealable weapon (unarmed, hold-out blaster, dagger/vibrodagger, or other GM determination), but you must except the result of the reroll, even if it is worse.

         Creeping Approach: As a swift action, you can designate a single opponent in 12 squares of you that is unaware of you. Until the beginning of your next turn, the target may not make Perception checks to notice you, even if you enter their line of sight. If you or any aliies attack the target, this effect ends.

         Set For Stun: If you are using a ranged weapon that deals stun damage (including a lethal weapon set to stun), you can spend two consecutive swift actions in the same round to activate this talent. If the stun damage on your next attack exceeds the target's damage threshold, you move the target -3 steps down the condition track, instead of the normal -2.

         You lose the benefit of this talent if you take any other action before making your attack.

         Silent Takedown: If you damage an opponent that is unaware of you, that opponent cannot speak or make other noises until the end of your next turn. This is a stunning effect.

        

    

Spy

       Blend In: You can use your Stealth skill in place of your Deception skill for purposes of creating a decptive appearance. You are considered trained in the Deception skill for purposes of this talent. If you are entitled to a Deception reroll, you may reroll Stealth.

         Ingognito: You can reroll you Deception check for the purposes of creating a deceptive appearance, using the better result.

         Prerequisite: Blend In.

         Improved Surveillance: When you succesfully use the Surrveillance talent, you grant yourself and your allies a +1 insight bonus to all defenses against that target.

         Prerequisite: Surveillance:

         Intimate Knowledge: Once per encounteras a standard action, you can take 20 on a check on a check invoving a Knowledge skill you are trained in, or take 10 on a Knowledge skill you are untrained in, even if circumstances would not normally allow it.

         Prerequisite: Surveillance.

         Surveillance: As a full-round action, you can make a perception check against a single target within line of sight. The DC is equal to 15 or the target's Stealth check result (if the target is actively trying to remain hidden), whichever is greater.

If the check is successful, you grant yourself and all allies within line of sighta +2 insight bonus on attack rolls against that target until the end of your next turn. You allies must be communicate with you to receive the bonus.

         Traceless tampering: When using Mechanics to disable a device, you automatically leave no trace when tampering and you must fail by 10 or more for anything to go wrong.