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Evasion (Ex): At 3 rd level, an Elven Infiltrator has mastered<br />
the use of Evasion, avoiding even magical and unusual<br />
attacks with his tremendous agility. If he makes a successful<br />
Reflex saving throw against an attack that normally deals<br />
half-damage on a successful save (such as a fireball spell),<br />
he instead takes no damage from that attack, though a<br />
failed save still results in full damage. Obviously, an Elven<br />
Infiltrator who has somehow been rendered helpless cannot<br />
use Evasion. If the Elven Infiltrator already has Evasion as<br />
a class ability, he instead gains Improved Evasion.<br />
Cultural Chameleon (Ex): <strong>The</strong> Elven Infiltrator has<br />
studied the drow culture he intends to infiltrate intimately,<br />
often knowing more about it than the average drow. This<br />
tremendous familiarity grants the Elven Infiltrator a bonus<br />
of +4 to any communication skills when interacting with a<br />
member of the drow culture in which he specialises, and a<br />
bonus of +2 when interacting with any other drow.<br />
Slippery Mind (Ex): This ability represents the Elven<br />
Infiltrator’s special ability to wriggle free from magical<br />
effects that would otherwise control or compel him. If<br />
an Elven Infiltrator with Slippery Mind is affected by an<br />
enchantment spell or effect and fails his saving throw, he<br />
may attempt it again one round later at the same DC. He<br />
only gets one extra chance to succeed on his saving throw.<br />
An Elven Infiltrator who already has Slippery Mind as a<br />
class ability may instead choose another ability from the<br />
list of rogue special abilities.<br />
Scrying Block (Su): With this ability, the Elven Infiltrator<br />
becomes invisible to all attempts at magical location. He<br />
cannot be found or viewed through any scrying spell,<br />
though the caster of the spell will recognise that his attempt<br />
at scrying has somehow been blocked.<br />
Unremarkable (Ex): By the time he reaches 5 th level, the<br />
Elven Infiltrator meshes so well with his target society<br />
of drow, he is almost impossible to find, able to blend in<br />
and disappear in even a small group of drow. Anyone<br />
attempting to pick the Elven Infiltrator out of a group of<br />
drow as small as five suffers a –10 penalty on his Spot<br />
and Search skill checks, as his eyes simply drift past the<br />
completely unremarkable figure of the Elven Infiltrator.<br />
Sneak Attack +2d6 (Ex): At 6 th level, the sneak attack<br />
ability of the Elven Infiltrator improves, granting him an<br />
additional 2d6 points of damage on a successful sneak<br />
attack. If the Elven Infiltrator already has sneak attack as a<br />
class ability, the damage stacks.<br />
Stunning Fist (Ex): An Elven Infiltrator often needs to<br />
disable a potential foe silently and quickly. At 7 th level,<br />
the Elven Infiltrator is able to use a Stunning Fist attack<br />
on his enemies. This works exactly like the Stunning Fist<br />
feat, though the Elven Infiltrator does not have to meet<br />
the prerequisites for the ability. Additionally, the Elven<br />
Infiltrator may use a blunt instrument (such as a dagger<br />
pommel or even a rock) to deliver the Stunning Fist<br />
attack.<br />
Greater Sneak Attack (Ex): At 8 th level, the Elven<br />
Infiltrator’s sneak attack damage becomes even more<br />
dangerous against drow, as he has learned the perfect ways<br />
to strike his foe to drop them quickly and quietly. Against a<br />
drow, sneak attack damage dice are increased to d10’s. This<br />
change works retroactively, so that an Elven Infiltrator with<br />
sneak attack damage from another class will also have that<br />
damage converted to a d10 roll. For example, if an Elven<br />
Infiltrator (who was previously a rogue) had a sneak attack<br />
of +5d6 damage, Greater Sneak Attack would convert it to<br />
+5d10 against drow.<br />
Total Recall (Ex): This ability works exactly like the feat<br />
of the same name (see page 185). <strong>The</strong> Elven Infiltrator<br />
does not need to meet the feat’s prerequisites to use this<br />
ability.<br />
Mind Blank (Sp): This final ability of the Elven Infiltrator<br />
works exactly like the mind blank spell. This is a constant<br />
effect which cannot be dispelled, though the Elven<br />
Infiltrator may turn it off if he wishes.<br />
<strong>Drow</strong> Feats<br />
Struggling constantly for survival in the threatening<br />
Underdeep, the drow have developed an assortment of<br />
feats uniquely suited to their environment, fighting styles<br />
and magical prowess. Some of these feats are specific to<br />
certain Lost Tribes of the drow; others are more common<br />
throughout the various cultures and societies of the drow.<br />
A few of these abilities, at the discretion of the Games<br />
Master, may be used as fighter feats or as general feats in<br />
the campaign world.<br />
Agile Climber (<strong>Drow</strong>)<br />
You are adept at climbing the many sloping and vertical<br />
surfaces of the Underdeep, and may do so with uncanny<br />
speed and dexterity.<br />
Prerequisite: Athletic, Climb 6 ranks<br />
Benefit: When attempting to climb any surface with a<br />
Climb skill check DC of 20 or less, you may climb the<br />
surface at two-thirds your normal movement speed, and<br />
retain half of your Dexterity modifier to your AC.<br />
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