Prestige Classes


“In the world of politics, secrets are currency. In the world of politics, I am a rich, rich man.”

—Thobias Ebonmar, scion and “guide” of House Ebonmar

Secrets are indeed the currency of the world of politics, and few have learned this better than House Ebonmar. A politically oriented noble bloodline, Ebonmar has mastered the art of learning the most hidden facets of their rivals, while keeping their own dealings quiet and unseen. Their greatest tools in this endeavor are the infiltrators—or “guides” as they are obliquely referred to—who act as spies, saboteurs, and—when necessary—blackmailers of unsurpassed ability on behalf of the house.


The infiltrator is a master of stealth and deception, an interpreter, and an escape artist. Few individuals other than bards, rogues, and perhaps ambitious experts can master the wide variety of skills necessary to become an infiltrator. Monks could manage it, if they’re willing to spend a great many skill points on cross-class skills. All others must either multiclass or wait until much higher levels to become an infiltrator.


You prefer stealth to swordplay, avoiding a battle to fighting one. You are direct and driven in your goals to seek out and acquire secrets useful to House Ebonmar. Everything else is secondary. You normally prefer to work alone or with a team of others who share your skills, but if you can find companions who will aid you in your cause, you are more than happy to stick with them.

Your relationship with the house is inviolate. Everything you do, you do for your family and your blood. Your position within Ebonmar is rather unusual. As one of their guides, you are well respected, for they know they owe you and your kind much of their success. Yet you can never personally gain the political prestige that your work provides, for the house cannot afford to place their guides in a public position.


Where possible, avoid direct conflict, using your skills and special abilities to anticipate and escape from your foes. When battle is inevitable, focus on opponents against whom your special abilities are most effective, leaving creatures such as undead, constructs, and plants for your companions. Strike from concealment or odd angles, taking advantage of your sneak attack.

Try to use your spells in advance of battle to enhance your companions’ abilities as well as your own. Make liberal use of divinations to determine what you’ll be facing, and plan your strategies accordingly.


Only members of House Ebonmar become infiltrators. You were likely born into the house, though it’s conceivable that you married or were adopted into it. The house keeps a constant lookout for members who boast the necessary skills to make a good infiltrator. They observed you for some time before approaching you, watching to ensure that you were not only sufficiently able, but also truly loyal to House Ebon mar and its secrets. Only when you had alleviated all their concerns did the family leaders ask you to become a guide.

Unearthing secrets and finding leverage on political rivals is now your primary goal. You remain a member in good standing of the house. In fact, you likely appear at public functions and gatherings, or perhaps even hold a minor position in the household or the city. You are not permitted to take on any role that is too public, however—the house must be able to disavow your actions if you are ever caught. At the same time, people expect members of Ebonmar to seek political power, so you must play the part of behindthe-scenes schemer to some extent. Your spare time is occupied with training, learning new techniques, and perhaps embarking on unrelated adventures to hone your prowess.

Once you’ve become an infiltrator, put a good portion of your skill points into stealth-related skills; these are your primary advantage in combat, and your only means of effectively carrying out your primary goals. Spread your remaining points evenly around your various class skills, making you sufficiently well rounded to understand and acquire information from almost any source. Focus your feat selections on those that will either improve your various skills or augment your spellcasting abilities.


Although they will not and cannot be overt about it, the members of House Ebonmar place their aid and resources at your disposal. If necessary, they can provide funding or equipment for a specific mission, an alibi, bail, or even a means of escape if you are captured or arrested and a safe place to hide.

In no case, however, will the house ever publicly acknowledge the connection between itself and anyone convicted of a crime or exposed as an infiltrator; therefore, it might cut ties with you at any point if you become a liability. Further, it only supports you when you work for its purposes; don’t expect any sort of aid when you’re off on unrelated adventures.


“Tell you about him? I just said that I saw him in my chambers! Doesn’t mean I can tell you the first thing about him!”

—Lord Beaumond Richhierre, second-tier magistrate

Integrating infiltrators into an urban campaign is a fairly easy task. House Ebonmar can fit into almost any city with ambitious political families. The Ebonmar “guides” are its primary means of acquiring leverage. While little evidence exists to prove the house’s connection with these illicit activities, its use of infiltrators is something of an open secret. Thus, any urban campaign that involves political intrigue is a perfect place for an Ebonmar infiltrator. Even if the PCs prefer not to involve themselves in politics, an infiltrator might go on unrelated quests in order to hone his skills, or perhaps to get out of town for a while after a mission goes awry.


The infiltrators have no organization unique to themselves; they are simply members of House Ebonmar. Within the house, rank equates to age—the older the member, the higher his position. A council of five patriarchs and matriarchs governs the family; only a majority vote among them can strip a member of rank. Similarly, only the council can send an infiltrator on a mission. Any other members who want an infiltrator to perform a task must petition the patriarchs and matriarchs first.

Daily life for an infiltrator consists of equal parts high society and secret training. Like others of the family, they put in appearances at upper-class functions, and perhaps spend a few hours working in a minor governmental office. Their spare time consists of training to master their unusual abilities. Individual infiltrators might have their own agendas, but service to the house always comes first. Failure to abide by this stricture could result in exile from the house—and, if the infiltrator knows too much, perhaps a shallow grave in the deep woods. House Ebonmar is not an innately evil family (though it has more than its share of evil members), and the Patriarchs do not order such a step lightly, but neither will they risk a disgruntled and estranged member exposing their techniques.

On extremely rare occasions, an infiltrator might accept an outside commission, so long as his actions do not threaten the house or interfere with its plans. A character seeking an infiltrator need merely drop word of his interest in locations frequented by Ebonmar members, servants, and employees. It invariably gets back to the infiltrators, who observe the characters in secret for a time. If they agree to a meeting, the infiltrators simply show up when the characters are in a place that enables them to converse safely.

NPC Reactions

Political allies of House Ebonmar greet its members warmly, starting with a friendly attitude (PH 72). Political enemies are initially unfriendly. Most others are usually indifferent toward members of the house.

Few people react to the PC specifically as an infiltrator, simply because the character is unlikely to publicize his status. Still, should someone find out, they will likely view the character with some measure of distrust. If they have heard of the infiltrators, their reaction is one step nearer hostile than it would otherwise be, unless they are a close ally of the house.


Characters with ranks in Knowledge (local) or Knowledge (nobility and royalty) can research the Ebonmar infiltrators to learn more about them. When a character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC 10: Ebonmar infiltrators collect secrets and knowledge about political and public figures, for use as leverage or even blackmail. Everyone knows they work for House Ebonmar, but nobody’s been able to do anything about it.

DC 15: The infiltrators are highly skilled in methods of stealth, deception, and information-gathering. They’re very hard to catch, and they are experts at avoiding combat.

DC 20: Infiltrators are capable opponents, able to strike a foe’s weak spots. The greatest among them can see in utter darkness, and even move through solid objects.


The infiltrators are secretive enough that the DM can easily work them into a campaign under the assumption that they have been active for some time. Alternatively, the PCs might simply have had no reason to deal with House Ebonmar before, or might only now be entering a city or district where the house is active.

Players who enjoy stealth or political intrigue are most likely to be drawn to the infiltrator. The prestige class makes an excellent spy (its main purpose) but can also become an effective scout, saboteur, or even assassin.


The Ebonmar infiltrator is easy enough to adapt to most campaigns by simply changing its flavor. The class might be associated with a different political house, or with a guild of thieves or assassins. It might be a religious cult devoted to a god of thieves or shadows, in which case you might consider making the spells divine rather than arcane. Alternatively, the class might be associated with a government, representing a cabal of specially trained and mystically enhanced covert operatives.

Hit Die: d6.


To qualify to become a ebonmar infiltrator, a character must fulfill all of the following criteria.

Skills: Decipher Script 4 ranks, Hide 8 ranks, Move Silently 8 ranks, Search 4 ranks, Sense Motive 4 ranks.

Feats: Any two of the following: Alertness, Deceitful, Investigator, Negotiator, and Stealthy.

Special: Must be a member of House Ebonmar.

Class Skills

The ebonmar infiltrator's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Table: The Ebonmar Infiltrator

Level Base
Special Spells per Day
1st 2nd 3rd 4th
1st +0 +0 +2 +0 Piercing insight +1, speed reader, spells 0
2nd +1 +0 +3 +0 Sneak attack +1d6 1
3rd +2 +1 +3 +1 Combat anticipation +1 2 0
4th +3 +1 +4 +1 Uncanny dodge, piercing insight +2 3 1
5th +3 +1 +4 +1 Sneak attack +2d6 3 2 0
6th +4 +2 +5 +2 Combat anticipation +2 3 3 1
7th +5 +2 +5 +2 Piercing insight +3 3 3 2 0
8th +6 +2 +6 +2 Hide in plain sight, sneak attack +3d6 3 3 3 1
9th +6 +3 +6 +3 Hyper-awareness 3 3 3 2
10th +7 +3 +7 +3 Piercing insight +4, shadow in the night 3 3 3 3
Class Features

All of the following are class features of the ebonmar infiltrator prestige class.

An infiltrator gains abilities focused on both stealth and awareness, augmenting his job as a spy or saboteur. He slowly builds on this focus until he obtains an almost superhuman ability to observe and interpret the world around him. Additionally, he trains in the use of specific spells, also designed to aid in his primary goal of gathering secrets. While an infiltrator is certainly capable of using disguise and deceit to obtain his goals, his primary techniques are stealth-based; one has no need to lie when one cannot be seen.

Weapon and Armor Proficiency: You gain no proficiency with any weapons or armor. If you are proficient with light armor, you can cast infiltrator spells while wearing light armor without incurring the normal chance for arcane spell failure. However, like any other arcane spellcaster, an infiltrator wearing medium or heavy armor or using a shield incurs the normal chance of arcane spell failure if the spell in question has a somatic component. A multiclass infiltrator still incurs the normal chance for arcane spell failure when casting arcane spells received from other classes.

Spells: Starting at 2nd level, you gain the ability to cast a small number of arcane spells. To cast an infiltrator spell, you must have an Intelligence score of at least 10 + the spell’s level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Intelligence modifier. When you get 0 spells per day of a given level (for instance 1st-level spells for 1st level), you gain only the bonus spells to which you would be entitled based on your Intelligence score for that spell level. Your spell list appears below. You prepare and cast spells just as a wizard does.

Piercing Insight (Ex): Through strenuous training, you learn to more effectively observe the world surrounding you. At 1st level, you gain a +1 bonus on Search, Sense Motive, and Spot checks. These bonuses increase by +1 for every three levels you advance past 1st level in the prestige class (+1 at 1st level, +2 at 4th level, +3 at 7th level, and +4 at 10th level).

Speed Reader (Ex): You have learned to interpret text at a rapid rate. You can read a single page of text as a full-round action. This applies even to text read with comprehend languages, or through the use of the Decipher Script spell.

Sneak Attack (Ex): This ability, gained at 2nd level, is like the rogue ability of the same name (PH 50). The extra damage increases by 1d6 at 5th level and again at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Combat Anticipation (Ex): Beginning at 3rd level, your ability to effectively observe the world around you allows you to respond more swiftly to danger. You gain a +1 dodge bonus to Armor Class, and a +1 bonus on both Reflex saves and initiative checks. These bonuses increase to +2 at 6th level. The bonuses to AC and Reflex saves come in part because you read the intentions of your foe. Thus, you gain those bonuses only against humanoids, monstrous humanoids, and giants. Other creatures are too anatomically different for you to easily anticipate their intentions. This ability functions only when you are wearing light or no armor.

Uncanny Dodge (Ex): At 4th level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. This ability functions like the barbarian ability of the same name (PH 26). If you already have uncanny dodge from some other source, you instead gain improved uncanny dodge at this level.

Hide in Plain Sight (Ex): Beginning at 8th level, you can use the Hide skill in natural terrain even while being observed. This ability functions like the ranger ability of the same name (PH 48).

Hyper-Awareness (Su): At 9th level, you find your perceptions have grown so highly attuned that they become supernatural. You gain darkvision out to 30 feet and blindsense out to 5 feet.

Shadow in the Night (Sp): When you reach 10th level, your mastery of stealth has crossed over into the otherworldly. Once per day, you can become ethereal. This effect lasts for up to 1 round, plus a number of additional rounds equal to your Intelligence modifier. This ability otherwise functions as the spell ethereal jaunt.

Ebonmar Infiltrator Spell List

Infiltrators choose their spells from the following list.

1st Level: comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect secret doors, detect weaponry*, disguise self, expeditious retreat, ghost sound, jump, obscuring mist, secret weapon*.

2nd Level: cat’s grace, darkness, detect thoughts, fox’s cunning, illusory script, invisibility, knock, owl’s wisdom, pass without trace, spider climb, undetectable alignment.

3rd Level: arcane sight, darkvision, deeper darkness, locate object, mis direction, nondetection, see invisibility, secret page, tongues.

4th Level: arcane eye, clairaudience/clairvoyance, detect scrying, dimension door, freedom of movement, greater invisibility, locate creature, modify memory, scrying.

*Spell described in Cityscape.