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Insect Infiltrator (Rogue/Cleric)

Numerous are those who follow the path of the thief. While most are numbered among the urchins of the streets, the downtrodden, or those down on their luck, some choose to enter this life of their own volition. Of these, there are fewer still that choose to employ their skills on behalf of the divine. These sect infiltrators use their divinely imbued power to infiltrate enemy sects, weeding out traitors among their own sect and obtaining the deeply hidden secrets of their enemies. While not as powerful as a true priest, the sect infiltrator can use her versatility to appear as enemy priests, even when interrogated by physical and magical means. (Original Concept by Elghinn Lightbringer)

Primary: Rogue.
Secondary: Cleric.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The sect infiltrator selects three cleric skills to add to his class skills in addition to the normal rogue class skills. The sect infiltrator gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The sect infiltrator is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and her deity’s favored weapon. The sect infiltrator is proficient with light armor and with shields (except tower shields).

Orisons: A sect infiltrator can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Sect infiltrator under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spellcasting: At 1st level, a sect infiltrator gains the ability to cast a small number of divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A sect infiltrator must choose and prepare her spells in advance.

To prepare or cast a spell, a sect infiltrator must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sect infiltrator's spell is 10 + the spell level + the sect infiltrator's Wisdom modifier.

Like other spellcasters, a sect infiltrator can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sect Infiltrator. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Sect Infiltrator indicates that the sect infiltrator gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A sect infiltrator must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A sect infiltrator may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. A sect infiltrator’s caster level is equal to her sect infiltrator level –3 (minimum 1). This ability and orisons replace evasion, uncanny dodge, and improved uncanny dodge.

Expert Deception (Ex): At 1st level, a sect infiltrator adds 1/2 her class level to Bluff checks, and to Sense Motive chick checks made to detect a lie or deception. In addition, whenever she is subject to a spell or special ability that can discern whether or not he is telling the truth, she is automatically aware of such magic. She is not immune to such spells or abilities, but she can choose to remain silent or avoid answering questions. This ability replaces trapfinding.

Misdirection (Sp): At 1st level, each day when the sect infiltrator prepares her spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This ability replaces trap sense.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name, except that the sect infiltrator’s extra damage is 1d6 at 1st level, and increases by 1d6 at 3rd, 7th, 9th, 13th, 15th, and 19th level.

Sectarian Rites: At 2nd level, a sect infiltrator gains the cleric’s domain ability, except that the sect infiltrator may only select one domain from her deity’s domain list or an alignment domain associated with her deity’s alignment and gains access to the powers and spells of that domain. Sect infiltrators can select the Infiltration Domain, Stealth Domain, or the Trickery domain or any of their subdomains in place of one of her deity’s domains.

Starting at 4th level, when the sect infiltrator prepares her spells for the day, she may substitute her domain with an alternate domain. This alternate domain must be chosen from the domain list of a deity whose church she is about to infiltrate, the Infiltration, Stealth, or Trickery domain, or an alignment domain associated with the alignment chosen with her misdirection ability (even if this domain doesn’t match her alignment or that of her deity). Granted powers from this alternate domain function as if the heretic’s level, Wisdom, and Charisma were 2 lower than normal (minimum 1) in terms of effect, DC, and uses per day. Thus, the sect infiltrator doesn’t gain the domain’s higher-level ability until 2 levels higher than normal. The sect infiltrator gains any additional class skills and her domain spells granted by this alternate domain as normal for as long as it is active.

This ability replaces the rogue talents gained at 2nd, 10th, 14th, and 18th level.

Versatile Channeling (Su): At 2nd level, a sect infiltrator gains the supernatural ability to channel energy like a cleric a number of times per day equal to her Wisdom modifier. A sect infiltrator’s effective cleric level is equal to 1/2 her sect infiltrator level when channeling energy. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every four sect infiltrator levels beyond 2nd (2d6 at 6th, 3d6 at 10th, and so on). This is a Charisma-based ability. In addition, each day when the sect infiltrator prepares her spells, she can choose to channel positive energy or negative energy. Her choice is dependent upon the church she is attempting to infiltrate, but is most often associated with the alignment chosen for her misdirection ability. Once chosen, the type of energy she can channel cannot be changed until the next time she prepares her spells. This ability replaces sneak attack +2d6, +5d6, and +8d6.

Rogue Talent: This is exactly like the rogue ability of the same name, except that the sect infiltrator gains a rogue talent at 4th level and every four levels thereafter. In addition, she adds Trapfinding to the list of rogue talents she can select.

Unsanctioned Lore (Ex): At 5th level, a sect infiltrator learns how to cast spells from an opposing church. A sect infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the use of Chaotic, Evil, Good, and Lawful spells). This ability replaces the rogue talent gained at 6th level.

Advanced Talents: This is exactly like the rogue’s ability of the same name, except that the sect infiltrator gains it at 12th level. The sect infiltrator adds the following rogue abilities to the list of advanced talents he may select: Evasion, Uncanny Dodge, and Improved Uncanny Dodge. A sect infiltrator must select uncanny dodge before selecting improved uncanny dodge. In the case of the Improved Evasion talent, the sect infiltrator must have evasion to select it.

Sacrosanct Strike (Ex): This is exactly like the rogue’s master strike ability, except that that each time the sect infiltrator deals sneak attack damage or uses her channel energy ability, she can choose to add one of the three effects granted by the master strike ability to her attack. This ability changes the master strike ability.


Table: Sect Infiltrator
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
1st
+0
+0
+2
+2
Expert deception, misdirection, sneak channel +1d6




2nd
+1
+0
+3
+3
Sectarian rites, versatile channeling 1d6




3rd
+2
+1
+3
+3
Sneak attack +2d6




4th
+3
+1
+4
+4
Rogue talent
0+1



5th
+3
+1
+4
+4
Unsanctioned lore
1+1



6th
+4
+2
+5
+5
Versatile channeling 2d6
1+1



7th
+5
+2
+5
+5
Sneak attack +3d6
1+1
0+1


8th
+6/+1
+2
+6
+6
Rogue talent
1+1
1+1


9th
+6/+1
+3
+6
+6
Sneak attack +4d6
2+1
1+1


10th
+7/+2
+3
+7
+7
Versatile channeling 3d6
2+1
1+1
0+1

11th
+8/+3
+3
+7
+7

2+1
1+1
1+1

12th
+9/+4
+4
+8
+8
Advanced talents, rogue talent
2+1
2+1
1+1

13th
+9/+4
+4
+8
+8
Sneak attack +5d6
3+1
2+1
1+1
0+1
14th
+10/+5
+4
+9
+9
Versatile channeling 4d6
3+1
2+1
1+1
1+1
15th
+11/+6/+1
+5
+9
+9
Sneak attack +6d6
3+1
2+1
2+1
1+1
16th
+12/+7/+2
+5
+10
+10
Rogue talent
3+1
3+1
2+1
1+1
17th
+12/+7/+2
+5
+10
+10

4+1
3+1
2+1
1+1
18th
+13/+8/+3
+6
+11
+11
Versatile channeling 5d6
4+1
3+1
2+1
2+1
19th
+14/+9/+4
+6
+11
+11
Sneak attack +7d6
4+1
3+1
3+1
2+1
20th
+15/+10/+5
+6
+12
+12
Rogue talent, sacrosanct strike
4+1
4+1
3+1
3+1