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Class Description

Master spies rarely work with others unless they are under cover. The special skills that serve them so well in the field ironically make them exceptional leaders, but a master spy's natural inclination toward secrecy pushes her away from limelight. Note that a master spy among adventurers may not intend to betray them; armed heroes provide excellent cover for a master spy's true mission, whether or not they know the spy's intent. They are skilled at infiltration, theft and assassination, and thus often must go undercover to avoid their identity being revealed. The spy can contribute utility, scouting, and/or fighting prowess to a party. They are extremely versatile and trained to expect the unexpected.

Requirements

Base Attack Bonus: +5

Skills: Bluff 5, Disguise 5, Sense Motive 5.

Class Features

Hit Die: d6

Base Attack Bonus: Medium.

High Saves: Reflex, Will.

Weapon Proficiencies: simple weapons.

Armor Proficiencies: Light

Skill Points: 6 + Int modifier.

Class Skills: Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore: Arcana, Lore: Dungeoneering, Lore: Local, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.

Class Abilities

Level

Features Gained

1 Expert Disguiser
2
3 Second Impression , +1d6 Sneak Attack
4 Slippery Mind
5 Disguise Self (at will), +1d6 Sneak Attack

Disguise Self (at will)

You magically alter your appearance. The caster decides what to disguise and may at any time remove the disguise. Unlike regular disguises the Disguise Other spell creates an illusion which can be detected and dispelled.

Use: Selected