ideasmith
2011-11-03, 09:55 PM
SPY
Alignment: Any.
Hit Die: d4.
Class Skills
The spy’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
SPY
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Cover identity, hidden supplies
2nd|
+1|
+0|
+3|
+0|Cover identity, hidden mind
3rd|
+1|
+1|
+3|
+1|Cover identity
4th|
+2|
+1|
+4|
+1|Cover identity
5th|
+2|
+1|
+4|
+1|Cover identity fast change (1 hour)
6th|
+3|
+2|
+5|
+2|Cover identity, pick things up
7th|
+3|
+2|
+5|
+2|Cover identity, adventuring cover
8th|
+4|
+2|
+6|
+2|Cover identity
9th|
+4|
+3|
+6|
+3|Cover identity, fast change (adventuring cover 1 hour)
10th|
+5|
+3|
+7|
+3|Cover identity, fast change (10 minutes)
11th|
+5|
+3|
+7|
+3|Cover identity, adventuring cover
12th|
+6/+1|
+4|
+8|
+4|Cover identity, deceptive mind
13th|
+6/+1|
+4|
+8|
+4|Cover identity, a thousand faces
14th|
+7/+2|
+4|
+9|
+4|Cover identity, fast change (adventuring cover 10 minutes)
15th|
+7/+2|
+5|
+9|
+5|Cover identity, adventuring cover, fast change (1 minute)
16th|
+8/+3|
+5|
+10|
+5|Cover identity
17th|
+8/+3|
+5|
+10|
+5|Cover identity
18th|
+9/+4|
+6|
+11|
+6|Cover identity, fast change (adventuring cover 1 minute)
19th|
+9/+4|
+6|
+11|
+6|Cover identity, adventuring cover
20th|
+10/+5|
+6|
+12|
+6|Cover identity, fast change (1 round) [/table]
Class Features
All of the following are class features of the spy.
Weapon and Armor Proficiency: Spies are proficient with all simple weapons, but not with any type of armor or shield.
Cover identity: At 1st level, a spy gains a cover identity, an imaginary identity which the spy can convincingly disguise herself as, and gains the abilities of when so disguised. The cover is as a single-classed member of one of the following classes:[/B] adept, aristocrat, commoner, expert, or warrior. When a spy spends at least a day disguising herself as the cover identity, she gains the following benefits while she remains undercover:
• Disguise: A spy in cover gains a +10 bonus to her disguise check(s) to appear as the cover identity. A spy in cover as a commoner gains an additional +2 bonus per level.
• Hit Points: A spy in cover as an adept or expert gains 1 extra hit point per level. A spy in cover as an aristocrat or warrior gains two extra hit points per level. These hit points go away at the end of the disguise. (They are not lost first the way temporary hit points are.)
• Base Attack Bonus: A spy in cover as an aristocrat or expert has medium (rather than poor) BAB. A spy in cover as a warrior has good (rather than poor) BAB.
• Base Saving Throw Bonuses: A spy in cover as an adept, aristocrat or expert has good (rather than poor) Base Will Saves. A spy in cover as warrior has good (rather than poor) Base Fortitude Saves.
• Class Features: A spy in cover as an aristocrat, expert, or warrior gains the weapon/armor/shield proficiencies thereof. A spy in cover as an adept gains the spellcasting ability of an adept of the same level. She can also summon a familiar as an adept of the same level,. If she changes out of cover, any unused spells are lost and the familiar is dismissed with the normal penalties thereof.
• Feats: A spy in cover gains cover-specific feats. Each cover provides up to seven feats, one for first level, and one for each three full levels. Changing into or out of cover does not change that cover’s feats, only whether that cover’s feats are currently available. A spy must meet all prerequisites for a feat, and abilities available with to one cover are not available for meeting another cover’s prerequisites.
• Skills: A spy in cover gains cover-specific skills. Each cover provides skill points as normal for the cover’s class and the spy’s level and Intelligence. These skill points may only be spent on the cover’s class skills. Changing into or out of cover does not change that cover’s skills, only whether that cover’s skills are currently available. When a cover supplies a skill which the spy already has, use the higher Skill Rank.
The spy gains an additional cover identity at every level. Abilities gained from a cover don’t count towards prestige class prerequisites.
Broken Cover: Any creature that is aware that a given cover is actually a spy’s cover gets certain bonuses against a spy when the spy is in that cover.
• A +4 insight bonus to AC against that spy’s attacks.
• A +4 insight bonus to Will and Reflex saves against that spy’s spells and special abilities.
• A +4 insight bonus to Sense Motive checks detect that spy’s Bluff
• A +4 insight bonus to Forgery checks to detect the spy’s forgeries.
• A +4 insight bonus to Spot checks to spot the spy using Hide.
• A +4 insight bonus to level checks to resist that spy’s Intimidate.
• A +4 insight bonus to Listen checks to hear the spy using Move Silently.
• A +4 insight bonus to Spot checks to spot the spy’s Sleight of Hand
• A +4 insight bonus to similar opposed checks against the spy as the DM deems appropriate.
Hidden Supplies (Ex): A spy may designate up to 50 pounds of equipment per level as ‘hidden supplies’. When hiding some or all of these supplies on her person, she gains a +10 to resulting Sleight of Hand checks.
Fast Change (Ex): Starting at 5th level, a spy can go under cover, or change from one cover to another, in only one hour, unless changing to an adventuring cover. The time needed drops further, to 10 minutes at 10th level, to 1 minute at 15th level, and to 1 round at 20th level.
The time to change into an adventuring cover starts at 1 day at 7th level, drops to 1 hour at 9th level, to 10 minutes at 14th level, and to 1 minute at 18th level.
Hidden Mind (Ex): A spy of 2nd level or higher gains a +10 bonus on saving throws against spells and effects from the school of divination.
Pick Things Up : At 6th level, a spy gains 15 bonus skill points which can only be spent on Knowledge skills.
Adventurer Cover: At 7th level, a spy gains an adventurer cover, an imaginary identity which the spy can convincingly disguise herself as, and gains most of the abilities of when so disguised. The cover is as a single-classed member of any PC class not otherwise prohibited. When a spy spends at least a day disguising herself as the cover identity, she gains the following benefits while she remains undercover:
• Disguise: A spy in cover gains a +10 bonus to her disguise check(s) to appear as the adventurer.
• Hit Points: A spy in cover as a class with d6 hit dice gains 1 extra hit point per level. A spy in cover as a class with d8 hit dice gains 2 extra hit points per level. A spy in cover as an class with d10 hit dice gains 3 extra hit points per level. A spy in cover as a class with d12 hit dice gains 4 extra hit points per level. These hit points go away at the end of the disguise. (They are not lost first the way temporary hit points are.)
• Base Attack Bonus: A spy in cover has the same BAB as the cover class.
• Base Saving Throw Bonuses: A spy in cover as a class with good will saves has good (rather than poor) Base Will Saves. A spy in cover as a class with good fortitude saves has good (rather than poor) Base Fortitude Saves.
• Class Features: A spy in adventurer cover gains the class features of the adventuring cover’s class, at half the spies level. Changing into or out of cover does not change that cover’s features, only whether those features are available. A spy must meet all prerequisites for any applicable feature, and abilities available with to one cover are not available for meeting another cover’s prerequisites. . If she changes out of cover, any unused spells and similar preparations are lost and the familiar or similar companion is dismissed with the normal penalties thereof.
• Feats: A spy in cover gains cover-specific feats. Each cover provides up to seven feats, one for first level, and one for each three full levels. Changing into or out of cover does not change that cover’s feats, only whether that cover’s feats are currently available. A spy must meet all prerequisites for a feat, and abilities available with to one cover are not available for meeting another cover’s prerequisites.
• Skills: A spy in cover gains cover-specific skills. Each cover provides skill points as normal for the cover’s class and the spy’s level and Intelligence. These skill points may only be spent on the cover’s class skills. Changing into or out of cover does not change that cover’s skills, only whether that cover’s skills are currently available. When a cover supplies a skill which the spy already has, use the higher Skill Rank.
The spy gains an additional adventuring cover 11th, 15th, and 19th level. Abilities gained from a cover don’t count towards prestige class prerequisites.
Broken Cover: Any creature that is aware that a given cover is actually a spy’s cover gets certain bonuses against a spy when the spy is in that cover.
• A +4 insight bonus to AC against that spy’s attacks.
• A +4 insight bonus to Will and Reflex saves against that spy’s spells and special abilities.
• A +4 insight bonus to Sense Motive checks detect that spy’s Bluff
• A +4 insight bonus to Forgery checks to detect the spy’s forgeries.
• A +4 insight bonus to Spot checks to spot the spy using Hide.
• A +4 insight bonus to level checks to resist that spy’s Intimidate.
• A +4 insight bonus to Listen checks to hear the spy using Move Silently.
• A +4 insight bonus to Spot checks to spot the spy’s Sleight of Hand
• A +4 insight bonus to similar opposed checks against the spy as the DM deems appropriate.
Deceptive Mind (Ex): Starting at 12th level, when the spy has a cover identity up, detection spells and spell-like abilities detect her cover identity rather than herself.
A Thousand Faces (Su): At 13th level, a spy gains the ability to change her appearance at will, as if using the alter self spell.
Change Log
11/4/2011 Added adventuring cover (Thank you, Grod_The_Giant.)
11/4/2011 Added cover proficiencies.
11/4/2011 Corrected some typoes.
11/5/2011 Added class skills (Thank you, Veklim.)
11/5/2011 Added pick things up (Thank you, Veklim.)
11/5/2011 Toned down adventuring cover (Thank you, jojolagger, Djinn_in_Tonic, Veklim.)
11/5/2011 Added prestige class clarification
Alignment: Any.
Hit Die: d4.
Class Skills
The spy’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
SPY
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Cover identity, hidden supplies
2nd|
+1|
+0|
+3|
+0|Cover identity, hidden mind
3rd|
+1|
+1|
+3|
+1|Cover identity
4th|
+2|
+1|
+4|
+1|Cover identity
5th|
+2|
+1|
+4|
+1|Cover identity fast change (1 hour)
6th|
+3|
+2|
+5|
+2|Cover identity, pick things up
7th|
+3|
+2|
+5|
+2|Cover identity, adventuring cover
8th|
+4|
+2|
+6|
+2|Cover identity
9th|
+4|
+3|
+6|
+3|Cover identity, fast change (adventuring cover 1 hour)
10th|
+5|
+3|
+7|
+3|Cover identity, fast change (10 minutes)
11th|
+5|
+3|
+7|
+3|Cover identity, adventuring cover
12th|
+6/+1|
+4|
+8|
+4|Cover identity, deceptive mind
13th|
+6/+1|
+4|
+8|
+4|Cover identity, a thousand faces
14th|
+7/+2|
+4|
+9|
+4|Cover identity, fast change (adventuring cover 10 minutes)
15th|
+7/+2|
+5|
+9|
+5|Cover identity, adventuring cover, fast change (1 minute)
16th|
+8/+3|
+5|
+10|
+5|Cover identity
17th|
+8/+3|
+5|
+10|
+5|Cover identity
18th|
+9/+4|
+6|
+11|
+6|Cover identity, fast change (adventuring cover 1 minute)
19th|
+9/+4|
+6|
+11|
+6|Cover identity, adventuring cover
20th|
+10/+5|
+6|
+12|
+6|Cover identity, fast change (1 round) [/table]
Class Features
All of the following are class features of the spy.
Weapon and Armor Proficiency: Spies are proficient with all simple weapons, but not with any type of armor or shield.
Cover identity: At 1st level, a spy gains a cover identity, an imaginary identity which the spy can convincingly disguise herself as, and gains the abilities of when so disguised. The cover is as a single-classed member of one of the following classes:[/B] adept, aristocrat, commoner, expert, or warrior. When a spy spends at least a day disguising herself as the cover identity, she gains the following benefits while she remains undercover:
• Disguise: A spy in cover gains a +10 bonus to her disguise check(s) to appear as the cover identity. A spy in cover as a commoner gains an additional +2 bonus per level.
• Hit Points: A spy in cover as an adept or expert gains 1 extra hit point per level. A spy in cover as an aristocrat or warrior gains two extra hit points per level. These hit points go away at the end of the disguise. (They are not lost first the way temporary hit points are.)
• Base Attack Bonus: A spy in cover as an aristocrat or expert has medium (rather than poor) BAB. A spy in cover as a warrior has good (rather than poor) BAB.
• Base Saving Throw Bonuses: A spy in cover as an adept, aristocrat or expert has good (rather than poor) Base Will Saves. A spy in cover as warrior has good (rather than poor) Base Fortitude Saves.
• Class Features: A spy in cover as an aristocrat, expert, or warrior gains the weapon/armor/shield proficiencies thereof. A spy in cover as an adept gains the spellcasting ability of an adept of the same level. She can also summon a familiar as an adept of the same level,. If she changes out of cover, any unused spells are lost and the familiar is dismissed with the normal penalties thereof.
• Feats: A spy in cover gains cover-specific feats. Each cover provides up to seven feats, one for first level, and one for each three full levels. Changing into or out of cover does not change that cover’s feats, only whether that cover’s feats are currently available. A spy must meet all prerequisites for a feat, and abilities available with to one cover are not available for meeting another cover’s prerequisites.
• Skills: A spy in cover gains cover-specific skills. Each cover provides skill points as normal for the cover’s class and the spy’s level and Intelligence. These skill points may only be spent on the cover’s class skills. Changing into or out of cover does not change that cover’s skills, only whether that cover’s skills are currently available. When a cover supplies a skill which the spy already has, use the higher Skill Rank.
The spy gains an additional cover identity at every level. Abilities gained from a cover don’t count towards prestige class prerequisites.
Broken Cover: Any creature that is aware that a given cover is actually a spy’s cover gets certain bonuses against a spy when the spy is in that cover.
• A +4 insight bonus to AC against that spy’s attacks.
• A +4 insight bonus to Will and Reflex saves against that spy’s spells and special abilities.
• A +4 insight bonus to Sense Motive checks detect that spy’s Bluff
• A +4 insight bonus to Forgery checks to detect the spy’s forgeries.
• A +4 insight bonus to Spot checks to spot the spy using Hide.
• A +4 insight bonus to level checks to resist that spy’s Intimidate.
• A +4 insight bonus to Listen checks to hear the spy using Move Silently.
• A +4 insight bonus to Spot checks to spot the spy’s Sleight of Hand
• A +4 insight bonus to similar opposed checks against the spy as the DM deems appropriate.
Hidden Supplies (Ex): A spy may designate up to 50 pounds of equipment per level as ‘hidden supplies’. When hiding some or all of these supplies on her person, she gains a +10 to resulting Sleight of Hand checks.
Fast Change (Ex): Starting at 5th level, a spy can go under cover, or change from one cover to another, in only one hour, unless changing to an adventuring cover. The time needed drops further, to 10 minutes at 10th level, to 1 minute at 15th level, and to 1 round at 20th level.
The time to change into an adventuring cover starts at 1 day at 7th level, drops to 1 hour at 9th level, to 10 minutes at 14th level, and to 1 minute at 18th level.
Hidden Mind (Ex): A spy of 2nd level or higher gains a +10 bonus on saving throws against spells and effects from the school of divination.
Pick Things Up : At 6th level, a spy gains 15 bonus skill points which can only be spent on Knowledge skills.
Adventurer Cover: At 7th level, a spy gains an adventurer cover, an imaginary identity which the spy can convincingly disguise herself as, and gains most of the abilities of when so disguised. The cover is as a single-classed member of any PC class not otherwise prohibited. When a spy spends at least a day disguising herself as the cover identity, she gains the following benefits while she remains undercover:
• Disguise: A spy in cover gains a +10 bonus to her disguise check(s) to appear as the adventurer.
• Hit Points: A spy in cover as a class with d6 hit dice gains 1 extra hit point per level. A spy in cover as a class with d8 hit dice gains 2 extra hit points per level. A spy in cover as an class with d10 hit dice gains 3 extra hit points per level. A spy in cover as a class with d12 hit dice gains 4 extra hit points per level. These hit points go away at the end of the disguise. (They are not lost first the way temporary hit points are.)
• Base Attack Bonus: A spy in cover has the same BAB as the cover class.
• Base Saving Throw Bonuses: A spy in cover as a class with good will saves has good (rather than poor) Base Will Saves. A spy in cover as a class with good fortitude saves has good (rather than poor) Base Fortitude Saves.
• Class Features: A spy in adventurer cover gains the class features of the adventuring cover’s class, at half the spies level. Changing into or out of cover does not change that cover’s features, only whether those features are available. A spy must meet all prerequisites for any applicable feature, and abilities available with to one cover are not available for meeting another cover’s prerequisites. . If she changes out of cover, any unused spells and similar preparations are lost and the familiar or similar companion is dismissed with the normal penalties thereof.
• Feats: A spy in cover gains cover-specific feats. Each cover provides up to seven feats, one for first level, and one for each three full levels. Changing into or out of cover does not change that cover’s feats, only whether that cover’s feats are currently available. A spy must meet all prerequisites for a feat, and abilities available with to one cover are not available for meeting another cover’s prerequisites.
• Skills: A spy in cover gains cover-specific skills. Each cover provides skill points as normal for the cover’s class and the spy’s level and Intelligence. These skill points may only be spent on the cover’s class skills. Changing into or out of cover does not change that cover’s skills, only whether that cover’s skills are currently available. When a cover supplies a skill which the spy already has, use the higher Skill Rank.
The spy gains an additional adventuring cover 11th, 15th, and 19th level. Abilities gained from a cover don’t count towards prestige class prerequisites.
Broken Cover: Any creature that is aware that a given cover is actually a spy’s cover gets certain bonuses against a spy when the spy is in that cover.
• A +4 insight bonus to AC against that spy’s attacks.
• A +4 insight bonus to Will and Reflex saves against that spy’s spells and special abilities.
• A +4 insight bonus to Sense Motive checks detect that spy’s Bluff
• A +4 insight bonus to Forgery checks to detect the spy’s forgeries.
• A +4 insight bonus to Spot checks to spot the spy using Hide.
• A +4 insight bonus to level checks to resist that spy’s Intimidate.
• A +4 insight bonus to Listen checks to hear the spy using Move Silently.
• A +4 insight bonus to Spot checks to spot the spy’s Sleight of Hand
• A +4 insight bonus to similar opposed checks against the spy as the DM deems appropriate.
Deceptive Mind (Ex): Starting at 12th level, when the spy has a cover identity up, detection spells and spell-like abilities detect her cover identity rather than herself.
A Thousand Faces (Su): At 13th level, a spy gains the ability to change her appearance at will, as if using the alter self spell.
Change Log
11/4/2011 Added adventuring cover (Thank you, Grod_The_Giant.)
11/4/2011 Added cover proficiencies.
11/4/2011 Corrected some typoes.
11/5/2011 Added class skills (Thank you, Veklim.)
11/5/2011 Added pick things up (Thank you, Veklim.)
11/5/2011 Toned down adventuring cover (Thank you, jojolagger, Djinn_in_Tonic, Veklim.)
11/5/2011 Added prestige class clarification