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====INFILTRATOR==== [[File:SR.D5.Infaltrator.jpg | 300px | right]] Specialists in covert operations and breaking into places others don’t want them to go. Includes security foils and assassins.</br> '''HIT POINTS''' :'''Hit Dice''': 1d8 :'''Hit Points at 1st level''': 16 + your Constitution mod. :'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier '''PROFICIENCIES''' :'''Armor''': Light :'''Weapons''': Heavy Firearms, Light Firearms, Marital weapons, Simple weapons :'''Saving Throw''': Dexterity and Intelligence :'''Skills''': Thievery and choose four more from among Acrobatics, Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot, Sleight of Hands, Stealth or Technology. '''EQUIPMENT'''</br> You start with the following equipment, in addition to the equipment grants by your background: * (a) Reinforced Armored Clothing or (b) Lined Coat or (c) Undercover Vest * (a) Colt American L36 or (b) Colt Manhunter or (c) Ares Predator, all with a Silencer, a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips. * (a) Second pistol as above or (b) HK-MP5 TX or (c) HK 227S SMG with a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips. * Two simple melee weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added) * Thieves Kit and Sobvocal Microphone * (a) GenLock Glove or (b) MagLock Passkey kit * (a) Suzuki Mirage )street bike) or (b) Harley Davidson Scorpion (combat bike) * One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10) * An extra 300¥ '''THREE CORE TALENTS'''</br> You may choice any three Infiltrator Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.</br> COVERT-OP TALENT TREE </br> These Talents specialized for getting into place others don’t want you there without being noticed.</br> :'''Guide Others''': You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20ft of you and who can hear and see you (they can use comlink to hear you silent subvocalized communications), you grant all of them advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. Prerequisite: Improved Stealth. </br> :'''Hidden Movement''': You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.</br> :'''Improved Stealth''': You have Advantage on your Dexterity (Stealth) checks.</br> :'''Security Foil''': You know how to maximum breaking and entering gear. Pick one tool of either a GenLock, MagLock or Thieves Tools. You have advantage on your Dexterity (Thievery) check with that particular tool when bypass a lock or security system. You can take this talent up to three times, each time gain the benefits with a different tool set. Prerequisite: Proficiency in the tool set.</br> :'''Urban Climber''': You know how to scale the modern buildings and structures of you city. When using Strength (Athletics) in urban area you double any equipment bonuses you would gain and you don’t grant others advantage to others with their attack rolls against you while you are climbing. Finally you are not at disadvantage to Dexterity (Stealth) check if moving more than ¼ speed. Prerequisite: Proficiency with Strength (Athletics). </br> :'''Total Concealment''': You know cover. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.</br> COMBAT AWARENESS TALENT TREE</br> These Talents cover awareness of ones surrounds and the ability to get out of the way of danger quickly.</br> :'''Acute Senses''': You have Advantage on Wisdom (Perception) skill check.</br> :'''Crafty Action''': As a Bonus action you can take the Dash, Disengage or Hide action on your turn.</br> :'''Evasion''': You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and exploding magical spells. On a successful Dexterity saving throw against an AOE attack you suffer no damage from it instead of ½. Prerequisite: Acute Senses.</br> :'''Instincts''': If surprised at the beginning of combat and are not incapacitated, you act normally in the first turn as if you were not surprised. Prerequisite: Acute Senses, Improved Initiative. </br> :'''Improved Initiative''': gain Advantage on Dexterity (Initiative) checks. </br> :'''Keen Eye''': You ignore light obscured and ½ cover on attack rolls verse foes in these conditions. Prerequisite: Acute Senses</br> :'''Uncanny Dodge''': When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.</br> :'''Improved Uncanny Dodge''': Unseen attackers (PHB pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 30 feet and you. Prerequisite: Acute Senses, Uncanny Dodge.</br> SKIMISHER TALENT TREE</br> These Talents cover the sneaky infiltrator in combat who strikes from surprise and with hidden advantages. </br> :'''Dastardly Strike''': Once per turn, when you successful hit an opponent with Advantage, that target adds the '''''Reeling''''' conditions. </br> :'''Deceptive Shot''': Select one target that you can see and is within 50ft. You can spend a Bonus action and make an opposed Charisma (Deception) vs. the target’s Wisdom (Insight) check. If you win you have Advantage against the target with ranged weapon attacks until the start of your next turn. Prerequisite: Infiltrator 3+. </br> :'''Disruptive''': By spending a Bonus action, you use your insight for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you. </br> :'''Improved Quick Draw''': If you are carrying a light firearm (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normally). If you are not surprised in the first round of combat you can make a single weapon ranged attack with a light firearm at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage. Prerequisite: Quick Draw feat, Infiltrator 5+.</br> :'''Quick Shot''': Whenever you take the Attack action to make a weapon attack with a light firearm, you can make one additional ranged weapon attack on your turn. This stacks with Double and Triple attack, Duel Weapon, but it cannot be combined with weapon features of Autofire and Burst Fire. </br> :'''Ranged Disarm''': You can disarm an opponent using a range attack. When you strike a creature with a light firearm ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check '''DC''' vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.</br> :'''Skirmisher''': If you move at least 20 feet away from where you started before you attack, you gain Advantage on your next attack (but only the first one that you make after the movement). </br> :'''Sneak Attack''': Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (max +5d8). </br> :'''Walk the Line''': As an Action, you can do or say something that catches your enemies off guard. One opponents within 30 feet of you and whom you can see is caught off guard. The next attack, skill or ability rolled against this target (by you or anyone else), before the start of your next turn, is at Advantage. This applies to only to the very next check. Prerequisite: Disruptive. '''HEROIC BONUS FEATS''': Acrobatic Strike, Action Surge, Actor, Armor Proficiency (Medium), Athlete, Bravery, Brawler, Careful Shot, Charging Fire, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Gimmick, Goading Attack, Improved Critical, Improved Heroic Recovery, Improved Mobility, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mobility, Pack Tactics, Point Black Shot, Precise Shot, Pursuer, Quick Draw, Quick Reload, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Suspicious, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack, Widget Bag
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