Operatives of the Infiltration sphere train to avoid scrutiny, move stealthily, and outsmart traps that stand in their way. They are silent and unobtrusive when they need to be, blending into shadows and moving where no eyes will see.
Associated Skill: Disable Device.
You gain the following benefits when you gain the Infiltration sphere.
When you gain the Infiltration sphere, you gain 5 ranks in Disable Device, plus 5 ranks per additional talent spent in the Infiltration sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disable Device, you may immediately retrain them.
Skill Leverage: When you gain the Infiltration sphere, you unlock skill leverage with Disable Device and Stealth.
You also acquire the Fast Sabotage, Light Step, and Startle abilities.
Fast Sabotage (Ex)
You can attempt Disable Device on any item that would normally require up to 2d4 rounds in a single standard action (without a penalty for working quickly). You can perform disastrous sabotage (new skill use) in 1d4 rounds (without a penalty for working quickly). If the sabotage allows a saving throw, it is against your sphere DC if that is higher than the usual DC. If the sabotage allows a skill check, the DC is 15 + 150% your ranks in Disable Device + your operative ability modifier. Instead of a common Disable Device sabotage effect, you can apply the effect of a suitable (sabotage) talent to the device, but you cannot apply a talent faster by accepting a Disable Device penalty (as you can with disastrous sabotage).
You can apply the sabotage effect immediately or choose for it to take effect when triggered. Typical triggers are when it is used a certain number of times (for items like weapons) or after a certain total number of minutes of use (for items like tools or vehicles). You can also make the trigger contingent on specific, physically distinct modes of use. For example, you might make sabotage to armor trigger when the wearer attempts two skill checks to move or sabotage to a lock trigger upon becoming specifically locked or specifically unlocked. When sabotage is triggered by an action or the use of the item, it takes effect during the triggering use (which might penalize or waste that action). If a (sabotage) talent’s effect goes unused for more than 1 day, it triggers.
Until it becomes relevant, the sabotage can generally only be noticed with an active Perception check opposed to your Disable Device result. (Sabotage that has not been triggered yet is never relevant.) Most sabotage that has not yet triggered can be removed without triggering it with a successful opposed Craft check using a suitable skill for the item or with an opposed Disable Device check at a –5 penalty. If a creature attempts to remove sabotage that has not triggered yet and fails by 5 or more, the sabotage triggers immediately.
Each sabotage indicates how it can be ended; if it requires an opposed skill check to end, use either Disable Device at a penalty or Craft unless noted otherwise.
The standard action allowed by this ability is fast enough to sabotage an item held or carried by a creature with a successful dirty trick combat maneuver check (a new Disable Device skill use. Sabotaging an item a creature wears or carries is not a hostile action for magical effects like invisibility if you give the sabotage a trigger (rather than applying the effect immediately).
Light Step [approach] (Ex)
You adopt this approach as a swift action while you are using Stealth. You reduce by 5 the penalty to Stealth for moving up to your full speed, for skulking in the open, as part of creating a diversion to hide, or for relying on positional concealment. The penalty is reduced by the number of ranks in Stealth you possess instead if that is higher. You abandon the approach when you break Stealth.
Startle (Ex)
You can outwit any creature unaware of your location because you are using Stealth. Outwitting them breaks Stealth.