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Spy Prestige Class


A spy is a thief specializing in information. Any society has secrets, and there are always people who want to find these secrets out. A spy gets the information and finds uses for it, selling it, using it for blackmail, or releasing it to the public. You could say that the spy is a rogue specializing in opening hearts and minds instead of locks.

As society becomes more complex, additional ways of hiding information becomes available, and the spy must master them all, in order to defeat them. Thus the old adage; you need a spy to catch a spy.

Spies are most often rogues, but bards can also excel at the profession, while the other classes find spycraft hard to learn. .

Spies in more organized societies usually band together in the service of some powerful organization. But there are always freelance spies, fortune hunters, thrill seekers and other chaotic elements in the business.

Hit Die: d6

Requirements

To qualify as a spy, the character must fulfill all the following criteria.

Skills:
Bluff (6 ranks)
Diplomacy (4 ranks)
Disguise (4 ranks)
Gather Information (10 ranks)
Listen (4 ranks)
Sense Motive: (6 ranks)

Class Skills:

The Spy’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, restricted skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex) , Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (geography, history, local, nobility & royalty) (Int), Listen (Wis), Move Silently (Wis), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, restricted skill), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill points at each level: 8 + Int modifier.

Class Features

Weapon and Armor Proficiency: A spy is proficient with all weapons with a size code of Small or smaller. The spy is not proficient with any type of armor or shield.

New use of Skills:

  1. Cipher (decipher script)

Special Abilities

At each level, the spy gains one special ability from the following list. You can choose any ability whose number is equal to or lower than your class level plus intelligence modifier. These are all extraordinary abilities.

  1. Conceal Object: You can apply your Hide skill to objects as a full-round action. All normal modifiers, including size, apply. You can hide objects or weapons on a creature: use the size code of a weapon to determine the hide modifiers. A pat-down search allows the use of the Search skill with a +10 circumstance bonus. .
  2. In-Depth Training: You get a +2 bonus to a single skill. You can pick this ability several times for different skills; it does not stack with itself, but it does stack with other skill bonuses such as the Skill Focus feat.
  3. Seduction: Sex sells, and gaining information is often best done by seduction. You get a +4 bonus to bluff and diplomacy attempts against people who find your race and gender sexually attractive.
  4. Cross-class Training: Add either one restricted skill or two cross-class skills to your skill list as a spy. You can pick this ability several times for different skills.
  5. Find Stooge: The spy develops an uncanny awareness about people. To infiltrate someplace, the spy usually needs the aid of a local. With Find Stooge, you can discern if it is possible to approach a person to use him or her in this way. When you use sense motive to get a hunch about someone, you will understand how involved they are in any secret projects that you are currently investigating, You can also use the ability to scan a crowd and find the most suitable stooge; the difficulty of this task is 20.
  6. Special Training: Learn any one general feat. This can be chosen multiple times for different feats, but with a maximum of one feat for every three levels as a spy. You must still fill all prerequisites for the feat you wish to learn.
  7. Memory Training: You can recall anything you have seen or heard up to one week per level in the past. This is a powerful way to retrieve information without leaving any physical evidence.
  8. Conditioning: The spy is conditioned not to reveal his secrets even under direst torture. The difficulty of intimidate rolls to question him are increased by 4, and he gets a special +4 bonus to bluff rolls when being interrogated. He will not reveal his secrets when magically charmed.
  9. Evidence Analysis: You are highly skilled at finding clues and analyzing evidence. When looking through a location to get an idea of what occurred there recently, you can make a search roll to find clues. A result of 15 gives you a general idea of what happened, such as the number of people involved and the basic type of activity. A result of 20 gives you clues to each persons identity, such as threads of clothing or footprints. A result of 25 discovers more detailed clues as to what was going on, such as imprints left of something that was written down, identifiable leftover spell components, a half-burned map in the fireplace and so on.
  10. Provoke Facedown: By making yourself seem socially superior to an evil creature, you can provoke him into challenging you, revealing some of his secrets but simultaneously setting you up for some dangerous situation. Typical responses to a provoked facedown is a duel, deathtrap, mental challenge or blackmail. He is out to prove his superiority to you, not kill you outright. This requires a successful diplomacy roll with a DC equal to 10 + opponent's Will Saving throw modifier.
  11. Deep Cover: This is the ability to shut off your persona as a spy, never thinking of it or acting upon it except when on a mission. It is impossible to read your mind concerning your spy activities or to detect your class in any way. In fact, if youareis in deep cover as a creature of another alignment, this effectively becomes your alignment while under cover; your true alignment and loyalty is buried in the subconscious. It also grants a +4 morale bonus to the disguise and bluff skills to maintain a cover.
  12. Debriefing: You have a very thorough mind; you can examine and cross-examine a testimony and find all the little clues that were there but not noticed at the time. You must have a cooperative person to cross-examine, and the process takes three times as long as the actual events you wish to talk about, but afterwards, all the little details will be known and all facts and evidence will be recalled as if the debriefed person had Memory Training. If the person you are cross-examining wishes to hide something, he must roll bluff opposed by your sense motive. An unwilling subject can be coaxed into cooperating, but this takes four times as long as the events examined and requires a successful intimidate roll.
Level    Base
Attack Bonus
Fortitude Save Reflex Save Will Save Special
1 +0 +0 +2 +2 Special ability
2 +1 +0 +3 +3 Special ability
3 +2 +1 +3 +3 Special ability
4 +3 +1 +4 +4 Special ability
5 +3 +1 +4 +4 Special ability
6 +4 +2 +5 +5 Special ability
7 +5 +2 +5 +5 Special ability
8 +6 +2 +6 +6 Special ability
9 +6 +3 +6 +6 Special ability
10 +7 +3 +7 +7 Special ability

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Copyright © 1998 and onwards, Carl Cramér. Last update Sunday, January 04, 2004.