Twilight Talon Infiltrator Team
Level 8Abilities
Trigger A creature moves adjacent to the infiltrators or takes a hostile action against them
Requirements The infiltrators are disguised
Effect The infiltrators cast aside their disguises and unleash a 2-action Blindside against all enemies in a 5-foot emanation. A creature that critically fails the save takes an additional 1d6 precision damage.
By spending 2 hours preparing disguises, performing reconnaissance, and the like, the infiltrators can convincingly impersonate any troop unit of their level or lower that has the humanoid trait. Alternatively, they can disguise themselves as a mixed assortment of humanoid noncombatants who don't obviously form a cohesive unit. This functions as the Impersonate action with the infiltrators gaining a +2 circumstance bonus to their Deception DC. Infiltrators can't use Undercover to appear as speci
1 to 3
Frequency once per round
Effect The infiltrators strike against enemies in a 5-foot emanation, dealing damage of a type appropriate to any weapons or implements incorporated into their disguise, with a DC 23 reflex save. The damage depends on the number of actions.
1 (1d8+1)[bludgeoning]
2 (2d8+8)[bludgeoning]
3 (3d8+9)[bludgeoning]
Twilight Talon infiltrators are masters of blending into and dispersing seamlessly among large groups. While disguised as noncombatants, they can move into other creatures' spaces, and other creatures can move into the team's spaces.
The infiltrators draw or reload concealed hand crossbows and launch a hail of bolts in a 10-foot burst within 60 feet that deals 5d6 piercing damage (DC 23 reflex save). When the unit is reduced to 2 segments, this area decreases to a 5-foot burst.
These teams of elite Andoren field agents possess specialized training in executing covert operations. Many have recently been dispatched to Isger to assist the insurgents of the Hellbreakers League in throwing off the yoke of Chelaxian oppression.