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Spy

Hit Dice: d6

Requirements:
        Dexterity: 15+
        Intelligence: 15+
        Move Silently: 8 Ranks
        Hide: 8 Ranks
        Gather Information: 8 Ranks
        Disguise: 8 Ranks

Class Skills: The spy's class skills (and the key ability for each skill are… Balance (dex), Bluff (cha), Climb (str), Decipher Script (int), Diplomacy (cha), Disable Device (int), Disguise (cha), Escape Artist (dex), Forgery (int), Gather Information (cha), Hide (dex), Innuendo (wis), Jump (str), Listen (wis), Move Silently (dex), Open Lock (dex), Read Lips (int), Search (int), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex), Use Rope (dex), *(All Knowledge's)

                      Skill Points at each level: 8 + Int modifier

Class Features
Weapon and Armor Proficiency
: A spy’s weapons training focuses on weapons suitable for stealth and easy concealment.  Thus all spies are proficient with the Crossbow (hand or light), Dagger (any type), Dart, Light Mace, Sap, Short bow (normal and composite), and Short Sword.  Medium size spies are also proficient with certain weapons that are too big for Small spies to use and easily conceal: Club, Heavy Crossbow, Heavy Mace, Morning Star, Quarter staff and Rapier.

Spies are proficient with light armor but not with shields.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape, Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment, or loot carried.

LevelBase
Attack
Bonus
FortRefWill
Special
1
2
3
4
1
+0
+0
+2
+0
+1 to Special Skills, Uncanny Dodge
0
-
-
-
2
+1
+0
+3
+0
Sharp Memory
1
-
-
-
3
+2
+1
+3
+1
+2 to Special Skills, Uncanny Dodge, Luck
1
0
-
-
4
+3
+1
+4
+1
Hide in Plain Sight, Sharp Memory
1
1
-
-
5
+3
+1
+4
+1
+3 to Special Skills, Uncanny Dodge
1
1
0
-
6
+4
+2
+5
+2
Extensive Knowledge +2, Luck
2
1
1
-
7
+5
+2
+5
+2
+4 to Special Skills, Uncanny Dodge
2
1
1
0
8
+6
+2
+6
+2
2
2
1
1
9
+6
+3
+6
+3
+5 to Special Skills, Uncanny Dodge, Luck
2
2
1
1
10
+7
+3
+7
+3
Extensive Knowledge +4, Sharp Memory, Always Sneaky
3
2
2
1

 

Uncanny Dodge: Starting at 1st level a spy gains the extraordinary ability to react to danger before her senses would normally allow her to do so.  At 3rd level and above the spy retains her Dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized.)

At 5th level, the spy can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker.  This defense denies other's the ability to use flank attacks to sneak attack her. The exception to this defense is that another of at least four levels higher (with sneak attack) than the character can flank her (and thus sneak attack her).

At 7th level, and 9th level, the spy gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

(Note:  If a spy character already has this ability before reaching the appropriate level then the advancement of this ability is adjusted so that each time the spy furthers their ability, never will it duplicate abilities already possessed.)

Skill Specialist: Due to the spies extensive training and use of their skills they get a special modifier to all the listed skills: Bluff, Move Silently, Hide, Gather Information, Disguise, Listen, Sense Motive, Decipher Script.  The spy gets +1 to these skills at 1st level, +2 at 3rd, +3 at 5th, +4 at 7th, and a +5 at 9th.

Sharp Memory: A spy’s mind is honed to remember lots of information and learn it in a short amount of time.  Starting at 2nd level a spy can remember any conversation word for word up to 24 hours after the actual conversation took place and the spy can remember any script she reads for up to 24 hours.  At 4th level a spy’s mind is so sharp that she can remember even the most detailed information, such as the formulas for spells (unless the spy can transfer this information onto paper and has the ability to cast the spell she cannot use it)  for up to 24 hours.  When the spy reaches 10th level her memory is so keen that she may remember any of the following information types for 1 month.

Hide in Plain Sight: Spies can use the Hide skill even when being observed. As long as they are within 10 feet of some sort of shadow, spies can hide themselves from view in the open without anything to actually hide behind.  They cannot however, hide in their own shadows. Hide in Plain Sight is a supernatural ability.

Luck: A spy must rely greatly on her skill but there is another factor that comes into play in a spy’s career. They think this is attributed to their knack for survival but it is actually luck. Spies tend to have a great amount of luck; they find a magic item before anyone else, come across some type of special information, barely avoided being spotted by the ogre, or that fireball misses them by a hair. Starting at 3rd level the player may re-roll one dice roll.  This can be for any roll but can only be done once per week for every three levels of the spy.  The player may then choose which of the outcomes she wishes to take.

Extensive Knowledge: In her career the spy has acquired a lot of information and it can be of use to her.  Starting at 6th level a spy get +2 to all knowledge based rolls.  At 10th level this bonus becomes a +4.

Always Sneaky: The spy is always taking 10 on Move Silently and Hide. Unless the spy wants to be seen or heard, make opposed Spot and Listen checks to detect the spies presence.

Spells: Beginning at 1st level a spy gains the ability to cast a small number of arcane spells. Spy's bonus spells are based on intelligence, and saving throws against these spell have a DC of 10 + spell level + the spy's intelligence modifier (if any). When the spy gets 0 spells of a given level, such as 0 1st level spells at 1st level, the spy gets only bonus spells. The spy’s spell list appears below. The spy casts spells just as a sorcerer does.
 

Spells Known
Level
1
2
3
4
1
1
-
-
-
2
2
-
-
-
3
2
1
-
-
4
2
2
-
-
5
3
2
1
-
6
3
2
2
-
7
3
3
2
1
8
4
3
2
2
9
4
3
3
2
10
4
4
3
2
Spy Spell List:
1st level: - change self, comprehend languages, ghost sound, obscuring mist, Spider climb, expeditious retreat.
2nd level: - alter self, darkness, dark vision, knock, pass without trace, undetectable alignment.
3rd level: - clairaudience/clairavoyance, deeper darkness, invisibility, misdirection, nondetection.
4th level: - dimension door, freedom of movement, improved invisibility, scrying.


Created by Josh Morris