{"name":"Infiltrator","overview":"[b][u]INFILTRATOR[\/u][\/b]\r\nYou go where no one else can, deep behind enemy\u00a0lines, avoiding eyes, ears, and sensors. You\u2019re an intelligence operative with specialties in counter-terrorism,\u00a0espionage, and assassination. Your strengths lie in your\u00a0ability to avoid either capture or the crosshairs of enemy\u00a0weapons. After making a killing blow, you\u2019re able to\u00a0break off and vanish into the shadows. Even your kills\u00a0can go without notice.\r\n[br]\r\nYou don't consider yourself a thief. You\u2019re an elite\r\noperative, often working alone well ahead of allies and\r\ntheir noisy footfalls. Your expertise is vital as you relay\r\nimportant information back to your superiors and dispatch dangerous foes before they get the opportunity to\r\nbe a threat.\r\n[br]\r\n[b][u]PLAYING AN INFILTRATOR[\/u][\/b]\r\nThe key to success for an infiltrator is the need to gain\r\nadvantage to your foe. Infiltrators are able to gain additional benefits from cover and concealment, and can\r\neven create diversions in order to slip away without notice. This permits you to maneuver into positions to\r\ngain advantage while others would be instantly spotted.\r\nYou\u2019re near worthless when exposed.\r\n","hitdice":"d8","hitpointsfirstlevel":"8 + Your Constitution Modifier ","hitpointsathigherlevels":"1d8 + Your Constitution Modifier","armorproficiencies":"[b]Armor:[\/b] Light armor ","weaponproficiences":"[b]Weapons:[\/b] Simple weapons, one-handed small arms, any two melee martial weapons of your choice ","tools":"[b]Tools:[\/b] Disguise kit or Poisoner\u2019s Kit (select one), all ground vehicles and aircraft","savingthrows":"[b]Saving Throws:[\/b] Dexterity, Wisdom ","skills":"[b]Skills:[\/b] Stealth plus three from Acrobatics, Athletics,\u00a0Deception, Computer Use, Engineering, History, Insight, Intimidation, Perception, Persuasion, and\u00a0Sleight of Hand. \r\n","equipment":"[b][u]EQUIPMENT[\/u][\/b]\r\nYou start with the following equipment in addition to\r\nthe equipment granted by your background:\r\n[ul]\r\n[li]a one-handed small arm worth $300 or less[\/li]\r\n[li]a one-handed melee weapon worth $50 or less[\/li]\r\n[li]a set of TL0 synthetic weave or TL0 ballistics armor[\/li]\r\n[li]$100 in additional gear[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[b][u]PROCEDURAL MEMORY[\/u][\/b]\r\nYou have acquired a very particular set of skills over a\r\nvery long career. Said skills are essential to be steadfast\r\nin your craft, and should never be up to chance. Starting at 1st level, you can re-roll undesirable d20 results\r\nyou make. You gain as many uses of procedural\r\nmemory as your Wisdom modifier + your proficiency\r\nbonus. You recover spent uses after you finish a short or\r\nlong rest.\r\n[br]\r\nYou can re-roll as many times as you wish in response to a bad roll until you accept a result or run out\r\nof uses of procedural memory.\r\n[br]\r\nWhen you use procedural memory, that roll\r\n(whether it be a skill check, ability check, saving throw,\r\nor attack roll) is also counted as having advantage. You\r\ncannot use procedural memory if you have disadvantage. If you already have advantage, you still only\r\nget to re-roll one die result. \r\n[br]\r\n[br][u][b]LEET[\/b][\/u]\r\nStarting at 1st level, anytime you have advantage on an\r\nattack roll, the target of your attack has disadvantage on\r\nattack rolls against you until the beginning of your next\r\nturn.\r\n[br]\r\n[b][u]\r\n[br]INTENDED TARGET[\/u][\/b]\r\nStarting at 1st level, you are able to dispatch enemies\r\nwith extreme prejudice. Once per turn, if you hit on an\r\nattack you have advantage with, you can turn that attack into a critical hit. The target must be within 20\r\nfeet of you.\r\n[br]\r\n[u][b]\r\n[br]PACIFICATION[\/b][\/u]\r\nStarting at 2nd level, you can concentrate all your energy\r\ninto ensuring a clean kill, even to the risk of your own\r\npersonal safety. Instead of using your Hit Dice to recover hit points, you can expend them during an action\r\nto turn an unfavorable attack roll to a natural 20. This\r\nattack roll is counted as having advantage.\r\n[br]\r\n[br][b][u]ARCHETYPE[\/u][\/b]\r\nAt 3rd level, you choose an archetype from the archetype\r\nchapter. The archetype you choose grants you features\r\nat 3rd level and again at 7th, 11th, 15th, and 18th level.\r\n[br]\r\nAdditionally, you can forego your archetype selection at 3rd level and gain an additional use of procedural\r\nmemory. \r\n[br]\r\n[br][u][b]ABILITY SCORE\u00a0IMPROVEMENT[\/b][\/u]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n[br]\r\n[br]\r\n[b][u]GHOST[\/u][\/b]\r\nStarting at 5th level, you have advantage on initiative. If\r\nyou act first after rolling initiative, you have two actions\r\non your first turn instead of one, and have advantage on\r\nattack rolls until the end of that turn.\r\n[br]\r\n[br]\r\n[u][b]MOST DANGEROUS PREY[\/b][\/u]\r\nAt 9th level, if using a one-handed small arm or melee\r\nweapon, you improve the damage of the weapon by one\r\nstep (1d4 > 1d6 > 1d8 > 1d10 > 1d12) when benefitting\r\nfrom cover, when attacking a surprised target, or if your\r\nattack roll had advantage.\r\n[br]\r\n[br]\r\n[b][u]CRIPPLING EFFECT[\/u][\/b]\r\nStarting at 10th level, with one-handed melee weapons\r\nand one-handed small arms, you score a critical hit on a\r\nroll of 19 or 20.\r\n[br]\r\n[br]\r\n[u][b]EFFICIENT KILLER[\/b][\/u]\r\nOnce you have located your target, under no circumstances can it be allowed to survive. Alas, occasionally a\r\nsingle strike isn\u2019t enough, and you are forced to act\r\nmore brutally. At 6th level, if you hit your target with a\r\nmelee weapon or a ranged weapon at 20 feet or closer,\r\nyou can repeat the same attack against the same target\r\nas part of the same action. This attack is counted separately from the previous, so any benefits do not carry\r\nover. If the additional attack hits, you can make a third\r\nattack as part of the same action.\r\n[br]\r\nAt 13th level, Efficient Killer improves, and you can\r\nmake up to five additional attacks on the same target as\r\npart of the same action as long as each previous attack\r\nhits.\r\n[br]\r\n[br]\r\n[u][b]ENHANCED CAMOUFLAGE[\/b][\/u]\r\nStarting at 17th level, when benefitting from half cover,\r\nit is treated as three-quarters cover. When benefitting\r\nfrom three-quarters cover, it is treated as total cover.\r\n[br]\r\n[br]\r\n[u][b]SYSTEM SHOCK[\/b][\/u]\r\nStarting at 20th level, you can inflict a crippling injury on\r\nan opponent. After scoring a critical hit on a creature,\r\nthe target is also stunned until the end of your next\r\nturn. When you use this feature, you cannot use it\r\nagain until you finish a short or long rest. \r\n","subclasses":"","tabledata":"","tags":"Ultramodern5, Infiltrator, Foundation, Brayden's Campaigns,","templateId":"25","blockId":"501636","world":"","isShared":"on"}