nerulean
2007-07-14, 10:55 AM
The Watch are the soulless, backstabbing bad guys for my campaign based on Catherine Fisher's Book of the Crow series (http://www.amazon.co.uk/Relic-Master-Book-Crow/dp/0099263939) that's running in a few months, and the watchspies are their special agents, a contrast to their watchguard grunts. Watchspies are masters of deceit and treachery, trained to adapt well to any situation and use any means to achieve their ends. They will mostly feature as opponents, but one of the PCs will also be a watchspy in hiding within the group, so it needs to be pretty well-balanced. Thus, I throw it open to you.
It's worth noting that this is a very low magic campaign with only a single casting class with a limited spell list, and that magic items are almost unobtainable, especially weapons. Wealth levels will be considerably lower. We're using class defence as per Unearthed Arcana, including armour as DR, and for comparison the watchspy's progression is the same as the rogue.
Watchspy
Hit Die: d6.
Class Skills
The watchspy’s class skills (and the key ability for each skill) are, Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
The Watchspy
{table=head] Level| Base Attack Bonus | Class Defence | Fort Save | Ref Save | Will Save | Special
1st|
+0|
+3|
+0|
+2|
+2|Insignia: pewter, Weapon focus
2nd|
+1|
+3|
+0|
+3|
+3| Quick learner (+1d6)
3rd|
+2|
+4|
+1|
+3|
+3|Trapmaking
4th|
+3|
+4|
+1|
+4|
+4| Adaptable fighting (-2)
5th|
+3|
+4|
+1|
+4|
+4|Track
6th|
+4|
+5|
+2|
+5|
+5| Insignia: bronze
7th|
+5|
+5|
+2|
+5|
+5| Quick learner (+4 confirm)
8th|
+6/+1|
+5|
+2|
+6|
+6|Improved feint
9th|
+6/+1|
+6|
+3|
+6|
+6|Adaptable fighting (no penalty)
10th|
+7/+2|
+6|
+3|
+7|
+7|Improved initiative
11th|
+8/+3|
+6|
+3|
+7|
+7| Insignia: silver, Quick learner (+2d6)
12th|
+9/+4|
+7|
+4|
+8|
+8| Poison use
13th|
+9/+4|
+7|
+4|
+8|
+8|Superior feint
14th|
+10/+5|
+7|
+4|
+9|
+9|Swift
15th|
+11/+6/+1|
+8|
+5|
+9|
+9|Quick learner (+2 threat range)
16th|
+12/+7/+2|
+8|
+5|
+10|
+10| Insignia: gold
17th|
+12/+7/+2|
+8|
+5|
+10|
+10|Adaptable fighting (break)
18th|
+13/+8/+3|
+9|
+6|
+11|
+11
19th|
+14/+9/+4|
+9|
+6|
+11|
+11|Quick learner (+3d6)
20th|
+15/+10/+5|
+9|
+6|
+12|
+12|Writ of Maar[/table]
Class Features
All of the following are class features of the watchspy.
Weapon and Armour Proficiency: Watchspies are proficient with all simple weapons, plus the rapier, sap, short sword and all crossbows. Watchspies are proficient with light armour, but not with shields.
Insignia: All members of the Watch carry a set of metal insignia on chains around their necks. These take the form of a pair of metal disks with the watchspy’s number and the name of the watchhouse where he was trained inscribed upon them, and represent years of training, as well as rank within the Watch.
Anyone holding insignia can issue orders to watchmen of lower rank, which will be followed unless they countermand orders issued to someone of a higher rank still, although it is worth bearing in mind that the Watch has a very mercenary attitude and watchmen will expect payment for doing anything beyond their normal duties, and additionally are likely to inform higher authorities of any unusual occurrences in the hope of a reward.
The training that the insignia represents confers a bonus to Bluff and Gather Information checks, and showing the insignia to an opponent gives a bonus to Intimidate checks. These bonuses increase with rank: pewter rank gives +1 to all three skills, bronze gives +2, silver +4 and gold +6.
In addition, a watchspy can attempt to claim back any expenses occurred in fulfilling his orders, though is expected to be frugal and efficient and is likely to be refused if his expenses are ridiculous.
Weapon focus: A watchspy is trained in the use of a crossbow. At 1st level, he gains a weapon focus feat for any one type of crossbow (hand, light, heavy, light repeating or heavy repeating).
Quick learner: A watchspy gains the ability to do extra damage to a target by taking a round to become familiar with the weaknesses of his defences. At 2nd level, a watchspy can make a single attack at his highest base attack bonus as a standard action. If this attack hits, the first successful attack made against the that target in each subsequent round of this encounter deals an extra 1d6 damage, which is multiplied on a critical hit. At 7th level, the watchspy gains +4 bonus on rolls to confirm critical hits against that target. At 11th level, the additional damage he deals increases to 2d6 and at 19th level it increases to 3d6. At 15th level, in addition to the extra damage, the watchspy’s critical threat range against that target is increased by 2.
Adaptable fighting: At level 4, when using a weapon or improvised weapon he is not proficient with, a watchspy takes the -4 penalty for nonproficiency only in the first round in which he wields the weapon. In every consecutive round, the penalty lessens to -2. He must continue to attack with this weapon every round: if he does not make an attack with the weapon in any one round, the next time he attempts to use the weapon he must return to the -4 penalty for one round. At 9th level, he attacks at the -2 penalty for only two rounds before the penalty is removed altogether, so in the fourth consecutive round in which he uses the weapon, he attacks without penalty. A round without attacking increases the penalty to -4 again, regardless of the current penalty. At 17th level he may stop attacking with the weapon for a single round without reverting to the -4 penalty. If he does not attack with the weapon for two consecutive rounds, he returns to -4.
Track: The watchspy gains track as a bonus feat at 6th level.
Trapmaking: At 7th level, a watchspy gains half his class level as a bonus on Craft (trapmaking) checks.
Improved feint: At 8th level, a watchspy gains the feat improved feint even If he does not meet the prerequisites. In addition, an opponent he successfully feints against cannot make an attack of opportunity against him until the beginning of his next turn.
Improved initiative: At 10th level, a watchspy gains the improved initiative feat. If he already has it, he gains the bonus again and the bonus stacks.
Poison use: A watchspy is trained in the use of poisons and at 12th level does not have the usual chance of poisoning himself when he applies poison to a weapon.
Superior feint: At 13th level, a watchspy can feint in combat as a swift action.
Swift: A watchspy is adept at performing tasks quickly. At 14th level, whenever a skill check can be attempted more quickly or at a higher speed than usual, such as moving full speed whilst balancing, or attempting a diplomacy check as a full round action, the watchspy reduces the penalty incurred by half.
Writ of Maar: At 20th level, a watchspy is above the normal chain of command within the Watch. He takes orders directly from the leader of the Watch and carries a writ instructing all watchmen to give him whatever aid he requires in the execution of his duty.
It's worth noting that this is a very low magic campaign with only a single casting class with a limited spell list, and that magic items are almost unobtainable, especially weapons. Wealth levels will be considerably lower. We're using class defence as per Unearthed Arcana, including armour as DR, and for comparison the watchspy's progression is the same as the rogue.
Watchspy
Hit Die: d6.
Class Skills
The watchspy’s class skills (and the key ability for each skill) are, Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
The Watchspy
{table=head] Level| Base Attack Bonus | Class Defence | Fort Save | Ref Save | Will Save | Special
1st|
+0|
+3|
+0|
+2|
+2|Insignia: pewter, Weapon focus
2nd|
+1|
+3|
+0|
+3|
+3| Quick learner (+1d6)
3rd|
+2|
+4|
+1|
+3|
+3|Trapmaking
4th|
+3|
+4|
+1|
+4|
+4| Adaptable fighting (-2)
5th|
+3|
+4|
+1|
+4|
+4|Track
6th|
+4|
+5|
+2|
+5|
+5| Insignia: bronze
7th|
+5|
+5|
+2|
+5|
+5| Quick learner (+4 confirm)
8th|
+6/+1|
+5|
+2|
+6|
+6|Improved feint
9th|
+6/+1|
+6|
+3|
+6|
+6|Adaptable fighting (no penalty)
10th|
+7/+2|
+6|
+3|
+7|
+7|Improved initiative
11th|
+8/+3|
+6|
+3|
+7|
+7| Insignia: silver, Quick learner (+2d6)
12th|
+9/+4|
+7|
+4|
+8|
+8| Poison use
13th|
+9/+4|
+7|
+4|
+8|
+8|Superior feint
14th|
+10/+5|
+7|
+4|
+9|
+9|Swift
15th|
+11/+6/+1|
+8|
+5|
+9|
+9|Quick learner (+2 threat range)
16th|
+12/+7/+2|
+8|
+5|
+10|
+10| Insignia: gold
17th|
+12/+7/+2|
+8|
+5|
+10|
+10|Adaptable fighting (break)
18th|
+13/+8/+3|
+9|
+6|
+11|
+11
19th|
+14/+9/+4|
+9|
+6|
+11|
+11|Quick learner (+3d6)
20th|
+15/+10/+5|
+9|
+6|
+12|
+12|Writ of Maar[/table]
Class Features
All of the following are class features of the watchspy.
Weapon and Armour Proficiency: Watchspies are proficient with all simple weapons, plus the rapier, sap, short sword and all crossbows. Watchspies are proficient with light armour, but not with shields.
Insignia: All members of the Watch carry a set of metal insignia on chains around their necks. These take the form of a pair of metal disks with the watchspy’s number and the name of the watchhouse where he was trained inscribed upon them, and represent years of training, as well as rank within the Watch.
Anyone holding insignia can issue orders to watchmen of lower rank, which will be followed unless they countermand orders issued to someone of a higher rank still, although it is worth bearing in mind that the Watch has a very mercenary attitude and watchmen will expect payment for doing anything beyond their normal duties, and additionally are likely to inform higher authorities of any unusual occurrences in the hope of a reward.
The training that the insignia represents confers a bonus to Bluff and Gather Information checks, and showing the insignia to an opponent gives a bonus to Intimidate checks. These bonuses increase with rank: pewter rank gives +1 to all three skills, bronze gives +2, silver +4 and gold +6.
In addition, a watchspy can attempt to claim back any expenses occurred in fulfilling his orders, though is expected to be frugal and efficient and is likely to be refused if his expenses are ridiculous.
Weapon focus: A watchspy is trained in the use of a crossbow. At 1st level, he gains a weapon focus feat for any one type of crossbow (hand, light, heavy, light repeating or heavy repeating).
Quick learner: A watchspy gains the ability to do extra damage to a target by taking a round to become familiar with the weaknesses of his defences. At 2nd level, a watchspy can make a single attack at his highest base attack bonus as a standard action. If this attack hits, the first successful attack made against the that target in each subsequent round of this encounter deals an extra 1d6 damage, which is multiplied on a critical hit. At 7th level, the watchspy gains +4 bonus on rolls to confirm critical hits against that target. At 11th level, the additional damage he deals increases to 2d6 and at 19th level it increases to 3d6. At 15th level, in addition to the extra damage, the watchspy’s critical threat range against that target is increased by 2.
Adaptable fighting: At level 4, when using a weapon or improvised weapon he is not proficient with, a watchspy takes the -4 penalty for nonproficiency only in the first round in which he wields the weapon. In every consecutive round, the penalty lessens to -2. He must continue to attack with this weapon every round: if he does not make an attack with the weapon in any one round, the next time he attempts to use the weapon he must return to the -4 penalty for one round. At 9th level, he attacks at the -2 penalty for only two rounds before the penalty is removed altogether, so in the fourth consecutive round in which he uses the weapon, he attacks without penalty. A round without attacking increases the penalty to -4 again, regardless of the current penalty. At 17th level he may stop attacking with the weapon for a single round without reverting to the -4 penalty. If he does not attack with the weapon for two consecutive rounds, he returns to -4.
Track: The watchspy gains track as a bonus feat at 6th level.
Trapmaking: At 7th level, a watchspy gains half his class level as a bonus on Craft (trapmaking) checks.
Improved feint: At 8th level, a watchspy gains the feat improved feint even If he does not meet the prerequisites. In addition, an opponent he successfully feints against cannot make an attack of opportunity against him until the beginning of his next turn.
Improved initiative: At 10th level, a watchspy gains the improved initiative feat. If he already has it, he gains the bonus again and the bonus stacks.
Poison use: A watchspy is trained in the use of poisons and at 12th level does not have the usual chance of poisoning himself when he applies poison to a weapon.
Superior feint: At 13th level, a watchspy can feint in combat as a swift action.
Swift: A watchspy is adept at performing tasks quickly. At 14th level, whenever a skill check can be attempted more quickly or at a higher speed than usual, such as moving full speed whilst balancing, or attempting a diplomacy check as a full round action, the watchspy reduces the penalty incurred by half.
Writ of Maar: At 20th level, a watchspy is above the normal chain of command within the Watch. He takes orders directly from the leader of the Watch and carries a writ instructing all watchmen to give him whatever aid he requires in the execution of his duty.