Prestige class: the Sacred Infiltrator

Sparrowhawk

First Post
Here's a prestige class I made. The idea that I had was a holy secret agent, someone who infiltrates evil organizations in order to bring them to justice. It's deliberately generic so it can be fitted into most games.
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Sacred Infiltrator

Many gods are devoted to law and order, and their churches act as agents of justice. But finding and punishing common criminals is no use if the kingpins who organize them remain free. Criminal organizations can be very difficult to root out, as they hide in their dark dens while sending out lowly henchmen to do the dirty work. Many of these groups also have the patronage of evil deities as well as employing unscrupulous arcanists. Because of this, deities of law and order must give certain servants of theirs special powers and a special mission: to delve into the hiding places of corruption and expose them to the light of justice. These servants of justice are the sacred infiltrators.

Hit Die: d8

Prerequisites:
Alignment: Any nonchaotic, nonevil
BAB: +4
Skills: Bluff 3 ranks, Diplomacy 6 ranks, Knowledge: Criminal Underworld 3 ranks, Knowledge: Religion 6 ranks, Sense Motive: 3 ranks
Special: Must have the ability to turn undead, and at least one other divine class ability that gets more powerful as one goes up in levels. This includes the paladin's lay on hands ability, the smite power of the destruction cleric domain, the strength increase of the cleric's strength domain, and other such powers.



Level----BAB---Fort---Ref---Will----------Special-------------------------------
--01-----+0-----+0----+0----+2-----Divine abilities, shielded alignment
--02-----+1-----+0----+0----+3-----Detect evil, mindguard +2
--03-----+2-----+1----+1----+3-----Discern Lies 1/day
--04-----+3-----+1----+1----+4-----Divine Guidance 3/day
--05-----+3-----+1----+1----+4-----Pierce Illusion
--06-----+4-----+2----+2----+5-----Discern Lies 2/day, mindguard +4
--07-----+5-----+2----+2----+5-----False Vision
--08-----+6-----+2----+2----+6-----Divine Guidance 5/day
--09-----+6-----+3----+3----+6-----Discern Lies 3/day
--10-----+7-----+3----+3----+7-----Learn the Truth, mindguard +6

Spells per Day:
Level--1st---2nd---3rd---4th---5th-
--01----0--------------------------
--02----1--------------------------
--03----1-----0--------------------
--04----1-----1--------------------
--05----1-----1-----0--------------
--06----1-----1-----1--------------
--07----2-----1-----1-----0--------
--08----2-----1-----1-----1-----0--
--09----2-----2-----1-----1-----1--
--10----3-----2-----2-----1-----1--

Class Skills: Bluff (Cha), Diplomacy(Cha), Disguise (Cha), Hide (Dex), Innuendo (Cha/Wis), Intimidate (Cha), Knowledge: Criminal Underworld (Int), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), and Sense Motive (Wis).
Skill points per level: 4 + Int Mod.

Class features:

Weapon and Armor Proficiency: sacred infiltrators gain no new proficiencies in weapons or armor.

Spells: The sacred infiltrator casts divine spells from its own list (see below.) The sacred infiltrator's prime spellcasting stat is Wisdom.

Divine Abilities (Ex): The sacred infiltrator's class levels count as levels in their previous divine class for purposes of determining the power of their divine abilities. This applies to the paladin's lay on hands ability, the smite power of the destruction cleric domain, the strength increase of the cleric's strength domain, and other such powers.

Shielded Alignment (Su): Many criminal organizations emplow alignment detection spells to screen out those who may have qualms with their methods. To get past this, the sacred infiltrator's alignment is obscured as if by an Undetectable Alignment spell at first level. This effect is permanant.

Detect Evil (Sp): A sacred infiltrator must know who to beware of. At second level, the sacred infiltrator can use Detect Evil as a spell-like ability at will. If she already possesses this ability, its range doubles.

Mindguard (Su): Evil organizations often use mind-control magic to ensure the loyalty of their members. The sacred infiltrator must free from such magic to carry out his mission. At second level, the sacred infiltrator gains a +2 bonus to all saving throws against spells with the descriptors Charm, Compulsion, or Mind-affecting. This increases to +4 at sixth level and to +6 at tenth level.

Discern Lies (Sp): Within an evil organization nobody trusts anyone else because they all know that the other members would sell them out if it profitted them any. The sacred infiltrator must know who's keeping secrets before he can expose them to the light. At third level, the sacred infiltrator can use Discern Lies as a spell-like ability once per day, using their class level as the caster level. This increases to twice a day at level six, and three times a day at level nine.

Divine Guidance (Su): Sacred infiltrators often find that they must assume a false identity to get inside a criminal organization. Convincingly pretending to be someone else often requires them to perform tasks that they are not trained to do. Because of this, the sacred infiltrator may call upon their god for help, gaining a bonus to any skill check equal to their sacred infiltrator level. They may call upon this power three times a day at fourth level, which increases to five times a day at eigth level.

Pierce Illusion (Su): A sacred infiltrator's mission is to expose criminal organizaions and leaders for what they really are. Thusly, at fifth level, the sacred infiltrator gains the supernatural ability to penetrate illusions and disguises at will. The infiltrator must touch an illusion or a creature or object shrouded in illusion (such as a Change Self spell). She then makes a caster level check (using her saced infiltrator level) as if casting Dispel Magic against the illusion effect. If he succeeds at this check, the illusion is immediately dispelled.

False Vision (Su): The nature of the sacred infiltrator's work means that they must always look over their shoulder. Starting at seventh level, a sacred infiltrator can hide herself from scrying attempts as the spell False Vision. She can uses this ability as a wizard of one level lower, so a seventh level sacred infiltrator uses it like at caster level six. He can do this a number of times a day equal to her Wisdom bonus (minimum one.)

Learn the Truth (Su): The greatest weapon the sacred infiltrator has is the truth. By touching a creature that has lied to her, a tenth level sacred infiltrator can force the creature to tell the truth. The creature can make a Will save (DC 20 + the sacred infiltrator's Charisma modifier) to resist this mind-affecting compulsion effect. If the creature fails, the creature must speak the true version of the lie it uttered. The sacred infiltrator can use this ability at will, but only after using his Discern Lies spell-like ability on the creature in question.


Sacred Infiltrator Spell List:

1st: Alter Self, Calm Emotions, Command, Cure Light Wounds, Doom, Inflict Light Wounds, Sanctuary.
2nd: Charm Person, Cure Moderate Wounds, Daylight, Detect Thoughts, Hold Person, Inflict Moderate Wounds, Zone of Truth.
3rd: Chain of Eyes, Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Obscure Object, Sending.
4th: Cure Critical Wounds, Divination, Dominate Person, Inflict Critical Wounds, Mark of Justice.
5th: Brain Spider, Circle of Doom, Healing Circle, True Seeing.
 
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med stud

First Post
I like the concept behind this class, and the abilities are very interesting.

Just one small thing: The Shielded alignment ability can make people suspicious; it could me made to Masked alignment, so that the Divine agent looks Neutral or Evil instead of Good.
 

Sparrowhawk

First Post
Thanks for the response

ZR: I did noe want to go the "+1 level of existing class" route for this class because I wanted to give paladins and clerics equal rewards and drawbacks for taking the class. Paladins lose their fighter BAB and hit die, clerics lose their higher level spells. Note that a couple of spells on the list are at different levels than the on cleric's list. I wanted the sacred infiltrator to be powerful but focused; so I gave it spells that suit its concept.

med stud: There is no "Detect Neutral" spell; because of this a neutral character and a character with an undetectable alignment are indistinguishable as far as alignment detection spells are concerned. I figured I didn't need to tweak the ability because it already did what it had to do.
 


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