Spy
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Unleash a deadly chemical agent, afflicting all enemies within a 60 foot radius with Poison (V) 14d10 (2), Blindness (III) (2), and Confusion (V) (2).
Gain a number of Bugs equivalent to 2x your Proficiency Bonus. Bugs are small slips of paper inscribed with magic about 2x2 sq mm, and are invisible to the naked eye, requiring a DC 10 + Proficiency Arcana check or a DC 20 + Proficiency Perception check to notice. They pick up and transmit to you all audio within a 60 foot radius of their location, for a range up to 300 feet.
You gain Firearms Knowledge pertaining specifically to handguns, as well as knowledge on how to modify or disassemble them.
You can augment the roll of an Intimidation/Deception/Persuasion roll through inflicting pain. The benefit this provides is situational and dependent on the DM.
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful DC 10 + Proficiency Arcana save recognizes it as illusory (but still hears it).
While not in combat, you may aim for and successfully land shots against very small targets within 60 feet with no penalty, such as hinges, buttons, lightbulbs etc.
Reloading a handgun automatically puts you in stealth. The bullets from the top half of your magazine do not automatically break stealth (still works if mag size is 1).
You perfectly remember all sounds and voices you have heard before, and may mimic them using a Deception roll.
Making a successful sneak attack using a dagger from behind a target applies 3x Sneak Attack modifier, and gains -20 CRR.
When you use the Sneak action while not in line-of-sight of any enemies, you become Invisible (III), lasting until you are detected. Anything you are carrying also becomes invisible.
Gain a number of claymores equivalent to your Proficiency Bonus, replenishing every Long Rest. Claymores are small coin-sized explosives that can be magically disguised to look like various items. They can be wired to detonate remotely, or by some sort of activation trigger. Explosion radius is 30 feet, with a DC 20 DEX save on 12d10 damage.
Every Long Rest, you may adopt the appearance of any similarly-sized humanoid that you have encountered since the last Long Rest, spending 2 turns to change your appearance. The disguise covers all aspects of your character, including voice, mannerisms, gait, and other subtle features. You can augment the Deception rolls made while disguised by roleplaying well.
Your bullets inflict a stack of Fatigue at a DC 20 CON save.
Your Bugs now transmit video as well as audio.
For every turn you remain stealthed or disguised within 10 feet of a target, roll Perception against an Assassination DC determined by the DM. You can continue rolling so long as you remain undetected. When you clear the Assassination DC, you discover a means by which you can instantly kill or KO the target (e.g. shoving them off a balcony, poisoning their food).
Gain an Exfiltrator-- a small object about 2 cubic feet in volume that can be magically disguised to look like various items. While you remain within 200 feet of the Exfiltrator, you may as a free Reaction immediately teleport to its location. Useful for getting out of a bad situation.
When making a Perception roll on a target, you gain knowledge of its stats as well as any hidden items they may possess. Your first attack on the target from stealth has a -20 crit modifier and rolls max damage.
You may use your service weapon to shoot any explosive item, causing it to activate. Any explosions that you cause while stealthed gain 3x Sneak Attack damage.
You have an uncanny ability to make bad things happen to your opponents. Once per round, when a target in line of sight who has not detected you makes a mundane action such as walking near ledge, opening a cabinet, or firing a gun, you may increase the Nat 1 threshold of the action to 5.
Succeeding on a Persuasion roll against a target allows you to wipe any of their memories within the past 24 hours. If in combat, the effect changes to applying Amnesia (V) (1) (or Charmed (III) if immune to Amnesia).
You may now also disguise yourself as inanimate objects or creatures between the size of a rat and a tiger, in the same manner as Expert Disguise. In addition, you may now disguise up to 3 other creatures at a time, with disguised creatures subject to the same conditions as your disguises.
While you are invisible, you may make anything within a 5 foot radius of you invisible at will. Additionally, your Invisibility increases to Tier V.
Gain two additional uses of Stroke of Luck per Long Rest.
Once per Long Rest, you may unleash a wave of magic that induces bad luck on a large scale. Anything within a 60 foot radius of yourself that can go wrong, does-- guns backfire, pipes burst, electricity is cut, etc.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as Rogue + Weapon Proficiency: HandgunsRequirements
- (Class Bond) Rogue: You must have fully unlocked every ability of the Rogue class.
Abilities
Ultimate Ability: Sarin Strike
Rarity: Legendary | UP: 60 | ZP: 3 | ZL: 0 | Cost: 5 TPUnleash a deadly chemical agent, afflicting all enemies within a 60 foot radius with Poison (V) 14d10 (2), Blindness (III) (2), and Confusion (V) (2).
Bug I
Level 1 | CC: Spy | Rarity: Legendary | Cost: 0 TPGain a number of Bugs equivalent to 2x your Proficiency Bonus. Bugs are small slips of paper inscribed with magic about 2x2 sq mm, and are invisible to the naked eye, requiring a DC 10 + Proficiency Arcana check or a DC 20 + Proficiency Perception check to notice. They pick up and transmit to you all audio within a 60 foot radius of their location, for a range up to 300 feet.
Service Weapon
Level 1 | Rarity: Rare | Cost: 1 TPYou gain Firearms Knowledge pertaining specifically to handguns, as well as knowledge on how to modify or disassemble them.
Interrogation
Level 2 | Rarity: Uncommon | Cost: 1 TPYou can augment the roll of an Intimidation/Deception/Persuasion roll through inflicting pain. The benefit this provides is situational and dependent on the DM.
Ventriloquism
Level 2 | CC: Spy | Rarity: Rare | Cost: 1 TPYou can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful DC 10 + Proficiency Arcana save recognizes it as illusory (but still hears it).
Precision Shooting
Level 3 | REQ: Service Weapon / Firearms | Cost: 1 TPWhile not in combat, you may aim for and successfully land shots against very small targets within 60 feet with no penalty, such as hinges, buttons, lightbulbs etc.
Stealth Mag
Level 3 | REQ: Service Weapon / Firearms | Cost: 3 TPReloading a handgun automatically puts you in stealth. The bullets from the top half of your magazine do not automatically break stealth (still works if mag size is 1).
Class Feat Slot VII
Level 4 | CC: SpyMimicry
Level 5 | Rarity: Legendary | Cost: 2 TPYou perfectly remember all sounds and voices you have heard before, and may mimic them using a Deception roll.
Backstab
Level 5 | CC: Spy | REQ: Sneak Attack | Rarity: Legendary | Cost: 4 TPMaking a successful sneak attack using a dagger from behind a target applies 3x Sneak Attack modifier, and gains -20 CRR.
Perfected Sneak
Level 6 | CC: Spy | Rarity: Exotic | Cost: 4 TPWhen you use the Sneak action while not in line-of-sight of any enemies, you become Invisible (III), lasting until you are detected. Anything you are carrying also becomes invisible.
Claymore
Level 7 | Rarity: Legendary | Cost: 4 TPGain a number of claymores equivalent to your Proficiency Bonus, replenishing every Long Rest. Claymores are small coin-sized explosives that can be magically disguised to look like various items. They can be wired to detonate remotely, or by some sort of activation trigger. Explosion radius is 30 feet, with a DC 20 DEX save on 12d10 damage.
Class Feat Slot VIII
Level 8 | CC: SpyExpert Disguise
Level 9 | CC: Spy | Rarity: Legendary | Cost: 4 TPEvery Long Rest, you may adopt the appearance of any similarly-sized humanoid that you have encountered since the last Long Rest, spending 2 turns to change your appearance. The disguise covers all aspects of your character, including voice, mannerisms, gait, and other subtle features. You can augment the Deception rolls made while disguised by roleplaying well.
Tranquilizer Rounds
Level 9 | CC: Spy | Rarity: Rare | Cost: 2 TPYour bullets inflict a stack of Fatigue at a DC 20 CON save.
Bug II
Level 10 | REQ: Bug I | Rarity: Legendary | Cost: 3 TPYour Bugs now transmit video as well as audio.
Assassinate
Level 10 | CC: Spy | Rarity: Exotic | Cost: 4 TPFor every turn you remain stealthed or disguised within 10 feet of a target, roll Perception against an Assassination DC determined by the DM. You can continue rolling so long as you remain undetected. When you clear the Assassination DC, you discover a means by which you can instantly kill or KO the target (e.g. shoving them off a balcony, poisoning their food).
Exfiltrate
Level 11 | CC: Spy | Rarity: Legendary | Cost: 3 TPGain an Exfiltrator-- a small object about 2 cubic feet in volume that can be magically disguised to look like various items. While you remain within 200 feet of the Exfiltrator, you may as a free Reaction immediately teleport to its location. Useful for getting out of a bad situation.
Class Feat Slot IX
Level 12 | CC: SpyPerceptive Eye
Level 13 | CC: Spy | Rarity: Legendary | Cost: 4 TPWhen making a Perception roll on a target, you gain knowledge of its stats as well as any hidden items they may possess. Your first attack on the target from stealth has a -20 crit modifier and rolls max damage.
Remote Start
Level 13 | REQ: Sneak Attack | Rarity: Legendary | Cost: 2 TPYou may use your service weapon to shoot any explosive item, causing it to activate. Any explosions that you cause while stealthed gain 3x Sneak Attack damage.
Bad Luck Charm
Level 14 | CC: Spy | Rarity: Legendary | Cost: 2 TPYou have an uncanny ability to make bad things happen to your opponents. Once per round, when a target in line of sight who has not detected you makes a mundane action such as walking near ledge, opening a cabinet, or firing a gun, you may increase the Nat 1 threshold of the action to 5.
Mind Tricks
Level 14 | CC: Spy | Rarity: Exotic | Cost: 6 TPSucceeding on a Persuasion roll against a target allows you to wipe any of their memories within the past 24 hours. If in combat, the effect changes to applying Amnesia (V) (1) (or Charmed (III) if immune to Amnesia).
Perfected Disguise
Level 15 | CC: Spy | REQ: Expert Disguise | Rarity: Legendary | Cost: 3 TPYou may now also disguise yourself as inanimate objects or creatures between the size of a rat and a tiger, in the same manner as Expert Disguise. In addition, you may now disguise up to 3 other creatures at a time, with disguised creatures subject to the same conditions as your disguises.
Class Feat Slot X
Level 16 | CC: SpyVeil of Shadow
Level 17 | CC: Spy | REQ: Perfected Sneak | Rarity: Exotic | Cost: 4 TPWhile you are invisible, you may make anything within a 5 foot radius of you invisible at will. Additionally, your Invisibility increases to Tier V.
Stroke of Luck II
Level 18 | REQ: Stroke of Luck | Rarity: Exotic | Cost: 5 TPGain two additional uses of Stroke of Luck per Long Rest.
Class Feat Slot XI
Level 19 | CC: SpyBroken Mirror
Level 20 | CC: Spy | Rarity: Mythic | Cost: 6 TPOnce per Long Rest, you may unleash a wave of magic that induces bad luck on a large scale. Anything within a 60 foot radius of yourself that can go wrong, does-- guns backfire, pipes burst, electricity is cut, etc.
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