Spymaster

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 300

Proficiencies

Same as Spy + Weapon: Sniper Rifles + Dagger Expertise + Pistol Expertise

Requirements

  • (Class Bond) Spy: You must have fully unlocked every ability of the Spy class.
  • (Item) Covert Operations Missive: You must have obtained authorization from an organization to perform specialized covert operations.

Abilities

Ultimate Ability: You Saw Nothing

Rarity: Mythic | CC: Spymaster | UP: 50 | ZP: 7 | ZL: 0 | Cost: 7 TP
You have learned how to channel your thrymmotic abilities into the ultimate form of stealth augmentation. For 3 rounds, you and all allies gain Invisible (IX), detectable only with a DC 35 Arcana check. You remain invisible even after taking damage during the first round; however your invisibility will be lost upon taking damage for the following two rounds.

Just an Umbrella

Level 1 | REQ: Service Weapon | Rarity: Exotic | Cost: 4 TP
You can disguise your service weapon as an umbrella; the umbrella appears to be completely normal to all but the most discerning eyes (Investigation DC 35 or Arcana DC 30). The umbrella itself is made of bulletproof material, and can be deployed as a shield with CC 7. Through magic ritual, you can infuse the stats of a shield you own into the umbrella, altering its resistances and PC value.

Tranquilizer Rounds II

Level 2 | REQ: Tranquilizer Rounds | Rarity: Exotic | Cost: 3 TP
Your bullets inflict Sleep (V) (6) at a DC 25 CON save; on a success they inflict Fatigued (III) (6).

The Unexpected

Level 3 | CC: Spymaster | Rarity: Exotic | Cost: 3 TP
While you are invisible, all damage you deal from any source benefits from Sneak Attack damage.

Custom Quest Trait

Level 4 | CC: Spymaster

In the Walls

Level 5 | CC: Spymaster | Rarity: Mythic | Cost: 4 TP
You gain the ability to physically shift into the Etheric Plane, allowing you to pass through most materials (with the exception of heavy metals such as lead). It takes you 2 rounds to activate this ability, after which you are invisible to all creatures who cannot see into the Etheric plane. You may travel up to a maximum of 30ft from the point you entered the Etheric plane; after which you are forced to return to the terrestrial plane to continue further away. Returning to the terrestrial plane is a free action.

Quick as a Ghost

Level 6 | CC: Spymaster | Rarity: Exotic | Cost: 3 TP
While you are invisible, your DEX rolls for movement cannot roll below 75% of maximum.

Spy-by-Wire

Level 7 | CC: Spymaster | Rarity: Exotic | Cost: 3 TP
Gain a wristwatch that contains within it a grappling hook with a maximum length of 60ft. As a tactical action you can deploy the grappling hook, allowing you to perform a variety of maneuvers such as zipping up to a higher level, or swinging across a gap. You can also pull objects and enemies to you; creatures must make a contested STR check against you at disadvantage to resist.

Custom Quest Trait

Level 8 | CC: Spymaster

The Impostor

Level 9 | REQ: Backstab | Rarity: Mythic | Cost: 4 TP
When you land a KO with Backstab, you gain 1 AA and 2 TAs.

Double Agent

Level 10 | CC: Spymaster | Rarity: Mythic | Cost: 3 TP
After defeating an enemy, you can perfectly copy and assume their identity, gaining their abilities and their interactions with encounter mechanics.

Etherstick

Level 11 | CC: Spymaster | Rarity: Mythic | Cost: 2 TP
Gain a device known as an Etherstick which contains a remote telelink access point. Can be plugged into magitech or rituals, allowing you to hack them using an Arcana roll. If you have an ally with the Etherwalker trait from the Thaumaturge class, they can also remotely connect into the device through your Etherstick.

Custom Quest Trait

Level 12 | CC: Spymaster

Stroke of Unluck

Level 13 | Rarity: Mythic | Cost: 13 TP
When an enemy rolls a die, you can as a free action up to three times per long rest force it to roll a nat 1.

Mindbug

Level 14 | REQ: Bug | Rarity: Mythic | Cost: 3 TP
If you slip a bug onto a creature’s person, the bug will transmit their thoughts to you in a manner akin to the Detect Thoughts spell.

Briefcase Bomb

Level 15 | Rarity: Mythic | Cost: 7 TP
Once per long rest, gain the use of an extremely powerful explosive disguised as a briefcase. The bomb can be detonated remotely using a telelink, set on a countdown timer, or detonated on being shot. The bomb is an advanced form of etheric explosive, designed to destroy all traces of etheric signatures and obliterate any magitech wiring or rituals. Deals 75d10 Heat/Kinetic and 75d10 Epithymic/Thanatonic damage within a radius that can be set between a minimum of 30ft and a maximum of 300ft. Creatures within the radius must make a DC 35 CON save against the Heat/Kinetic damage to avoid being knocked back a distance equivalent to 2x the radius (half damage on success as well as a DC 35 WIS save against the Epithymic/Thanatonic damage to avoid being inflicted with Silenced (IX) (6) (half damage and stack count on success).

Custom Quest Trait

Level 16 | CC: Spymaster

Highly Tactical

Level 17 | Rarity: Mythic | Cost: 4 TP
While you are stealthed, you gain an additional TA on your turn.

Perfected Sneak II

Level 18 | REQ: Perfected Sneak | Rarity: Mythic | Cost: 2 TP
The Invisibility granted to you by Perfected Sneak increases to (VII).

Custom Quest Trait

Level 19 | CC: Spymaster

Body Double

Level 20 | REQ: Kyūten Ichi-ryū | Rarity: Sanctified | Cost: 4 TP
Once per long rest when you would normally be KO’ed, you can fake your death, creating a highly realistic facsimile of your corpse while materializing yourself at a different location you’ve been to within the last day. The corpse appears convincing to all but the most knowledgeable coroners (Investigation DC 40 or Arcana DC 30).

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