No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder.
Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17
Spy, Courtier 6
Source Gamemastery Guide pg. 207
Perception +17;
Languages Common
Skills Deception +15, Diplomacy +13, Intimidation +15, Local Court Lore +16, Society +12, Stealth +14, Thievery +12
Str +0, Dex +4, Con +1, Int +2, Wis +4, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' tools
AC 23; Fort +11, Ref +17, Will +14
HP 90
Speed 25 feet,
Melee rapier +16 [+11/+6] (deadly 1d8, disarm, finesse, magical), Damage 1d6+7 piercing
Melee dagger +14 [+10/+6] (agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing
Hidden Blade Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is flat-footed against the attack.
Sneak Attack The spy deals an extra 2d6 precision damage to flat-footed creatures.
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