Witch Infiltrator (Apath)

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Unofficial rules compendium

Some witches find that their patrons are more interested in digging up secrets than in any sphere of influence. These few find their way in society is much easier than that of most of their sisters, at least until the fateful day their disguise fails.

Class Information

This is a prestige archetype. Infiltrator witches give up hexes for spy tricks.

Prestige Class: Master spy from Pathfinder Roleplaying Game: Advanced Player's Guide.

Build Class: Witch.

Role: The witch infiltrator is a daring witch highly adept in social situations. Often the party face and loremaster, they also carry an impressive magical arsenal.

Alignment: Any. Many witch infiltrators infiltrate and seek secrets for its own sake rather than as agents of anyone else. They may remain in a position for years, keeping their witch natures secret. Or they may be tricksters, never infiltrating for long and delighting in surprise revelations.

Hit Die: d6.

Class Features

The following are class features of the witch infiltrator prestige class.

Class Skills

The witch infiltrator’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Witches Bond (Su or Ex)

This is the same as the wizard's arcane bond. The witch infiltrator must commune with her familiar or bonded object each day to regain spells. A bonded item learns spells the same way a familiar does. This replaces witch's familiar.

Art of Deception (Ex)

A witch infiltrator adds half her class level (minimum +1) to all Bluff, Disguise, and Sense Motive checks. This replaces patron spells.

Master of Disguise (Ex)

A witch infiltrator can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1. This replaces the level 1 hex.

Mask Alignment (Su)

A witch infiltrator of 2nd level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect. This replaces the level 2 hex.

Glib Lie (Su)

A witch infiltrator of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the witch infiltrator must succeed on a caster level check against a DC of 15 + the witch infiltrator’s class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn’t detect the witch infiltrator’s lies or force her to speak only the truth. This ability does not give the witch infiltrator the glibness spell’s bonus on Bluff checks. This replaces major hex.

Concealed Witchery (Sp)

At 4th level, add magic aura (1st) and nondetection (3rd) to the witch infiltrator's spell list at the indicated levels and to the spells known by her familiar or bonded item. These spells can be prepared and cast as soon as the witch can cast spells of that level. This replaces the level 4 hex.

Superficial Knowledge (Ex)

A witch infiltrator gives the appearance of knowing more than she actually does. Starting at 5th level, she can make untrained Knowledge and Profession checks pertaining to her cover or assumed identity as if she were trained and gains a bonus of +1 per four class levels on these checks. For example, a witch infiltrator masquerading as a noblewoman can make untrained Knowledge (history) checks about the kingdom and Knowledge (nobility) checks about its noble and royal families as if she were trained, but she cannot make untrained Knowledge (nature) skill checks to identify herbs. This replaces grand hex.

Concealed Thoughts (Su)

A 6th-level witch infiltrator can conceal her schemes from mind-reading magic. When a creature is using detect thoughts or similar magic to read her mind, she decides what surface thoughts her opponent detects, and her true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. This replaces the level 6 hex.

Quick Change (Ex)

Starting at 8th level, a witch infiltrator becomes less dependent on magic to hide her identity. She can assume a disguise in only 2d4 rounds by taking a –10 penalty on her Disguise check. This penalty drops to –5 at 12th level. This replaces the level 8 hex.

Elude Detection (Sp)

At 10th level, a witch infiltrator can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the witch infiltrator cannot resume the nondetection for 1d4 rounds. This replaces the level 10 hex.

Slippery Mind (Su)

At 12th level, a witch infiltrator can slip away from mental control. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. This replaces the level 12 hex.

Shift Alignment (Su)

Starting at 14th level, a witch infiltrator’s control over her aura improves. When she assumes a false alignment, she can choose to have all spells and magic items affect her as though she were that alignment; this includes helpful and harmful effects. For example, a neutral good witch infiltrator can shift her aura to lawful evil so she can pass through a doorway that shocks creatures that aren’t lawful evil; if hit by holy smite with this shifted aura, she takes damage as if she were evil. A witch infiltrator can change her alignment aura from a masked alignment (as per her 2nd-level class feature, where effects still function based on her actual alignment) to a shifted alignment (as per this ability, where effects function based on her assumed alignment) as a standard action. Shifting her alignment aura is a standard action, and lasts until she changes it again or ends the effect. This replaces the level 14 hex.

Fool Casting (Su)

A witch infiltrator of 16th level or higher can trick an opponent into believing that she has been charmed or dominated. When the witch infiltrator succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire’s dominate ability), she can allow the spell to take partial effect. To the caster, it appears that the witch infiltrator failed her saving throw, but the witch infiltrator is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the witch infiltrator is under no obligation to follow the caster’s commands. The witch infiltrator can dismiss a fooled spell as a standard action. Fooled casting can be used when the witch infiltrator succeeds at a subsequent saving throw against an ongoing effect, such as that granted by slippery mind. This replaces the level 16 hex.

Hidden Mind (Sp)

At 18th level, a witch infiltrator gains the benefit of a constant mind blank spell at a caster level equal to her character level. The witch infiltrator can suppress or resume this protection as a standard action. If dispelled, the witch infiltrator cannot resume the mind blank for 1d4 rounds. This replaces the level 18 hex.

Assumption (Su)

The ultimate ability of the witch infiltrator is to take over another persona entirely, making it her own. As a full-round action, a level 20 witch infiltrator can touch a helpless creature and shift her aura to that of her target. This confuses divination effects and spells, even ones as powerful as discern location, such that they register the witch infiltrator as being the creature she has touched. This ability is not proof against the actions of deities or similarly powerful beings. The assumption of an identity lasts until the witch infiltrator ends it (a standard action) or she uses the ability on another creature. This replaces the level 20 hex.

Table: Witch Infiltrator

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Art of deception, cantrips, master of disguise, witch’s bond 3 1
2nd +1 +0 +0 +3 Mask alignment 4 2
3rd +1 +1 +1 +3 Glib lie 4 2 1
4th +2 +1 +1 +4 Nonmagical aura 2/day 4 3 2
5th +2 +1 +1 +4 Superficial knowledge 4 3 2 1
6th +3 +2 +2 +5 Concealed thoughts 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Quick change 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Elude detection 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Slippery mind 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Shift alignment 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Fool casting 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Hidden mind 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Assumption 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Hex (all)
  • Witch’s Familiar
  • Major Hex
  • Grand Hex
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