Spy
Ability Score Increase:
Level 1: +1 Beauty +1 Rhetoric Level 4: +1 Rhetoric +1 Foresight +1 Perception Level 7: +1 Beauty +2 Foresight +2 Perception Level 10: +3 Beauty +3 Foresight +2 Perception +2 RhetoricClass Level Abilities
Level 1
Active Abilities
Conditional Abilities
Double Agent: At the beginning of an encounter, a Spy may make a Bluff or Disguise check at a Hard difficulty. If the Spy succeeds, they are considered to be a neutral party until they perform a hostile action or aid a hostile party.Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill. Evade Sight: Getting caught is the last thing a spy needs. Training has been in place to avoid this, spies gain a +7 to Move Silently. Flick of the Wrist: Passing on information or documents can be tricky. Often, you don’t want to be noticed. Spies have a +7 in Conceal Action. Trained Ears: Gathering intel is a top priority for spies. They have trained their ears to more easily recognize and memorize information. Spies have a +6 to Listen. Well-Prepared: At first level, a Spy starts with an additional set of currency equal to their starting currency that must be spent on adventuring gear. Any money not spent is lost. Who am I?: Spies often work undercover, always under a different persona. They are adept at doing so, they gain a +12 to Disguise, a +6 to Etiquette and a +3 to Bluff.Level 2
Active Abilities
Conditional Abilities
Lethal Strike: Whenever a Spy makes an attack, gain additional lethality dice equal to your level. (When making a weapon attack roll Xd10 where X is the number of lethal dice you possess. For each roll of 10, deal the weapon’s damage again. In addition, when lethality triggers, roll the die again). Quick Talker I: When caught, a Spy needs to be able to talk her way out of it. When making a Bluff or Fast Talk check, you may roll twice and pick your roll.Passive Abilities
Information Extrusion I: +6 to Intimidate and Interrogate checks. Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 3
Active Abilities
Conditional Abilities
Quick Talker II: When caught, a Spy needs to be able to talk his way out of it. When making a Debate or Barter check, you may roll twice and pick your roll.Passive Abilities
Aggressive Negotiations: Sometimes a Spy finds themselves in a situation that only a blade can solve. Gain a +12 to Small Arms and Improvised Melee. Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Information Extrusion II: +7 to intimidate and interrogate checks Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 5
Active Abilities
Conditional Abilities
Quick Talker III: When caught, a Spy needs to be able to talk his way out of it. When making a Diplomacy or Seduction check, you may roll twice and pick your roll.Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Information Extrusion III: +8 to intimidate and interrogate checks Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Diplomatic Tutoring: When this ability is first gained choose Charisma, Negotiations or Speechcraft, for each instance of Diplomatic Tutoring you already have, gain an additional +10 in that skill.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 1.5