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master_spy_prestige_class

Master Spy (Prestige Class)

The Master Spy is among the top operatives; a motivated, self-sufficient agent with the ability to appear perfectly innocent – not just temporarily, but for years or even decades. Master Spies blend into the surrounding population, becoming trusted members of the community, and in some cases influential members of the society they’ve been assigned to infiltrate.

Obviously, Master Spies never reveal their true allegiance – or, for that matter, that they work for anyone at all. Misdirection and obfuscation are their watchwords, and Master Spies know that if they are caught, they must deny every accusation until their dying breaths. To be truly successful, a Master Spy must be a good liar, a good listener, and a great judge of character.

Requirements

To qualify to become a Master Spy, a character must fulfill the following criteria.

Skills: Bluff 8 ranks, Gather Information 8 ranks

Feats: False Identity

Game Rule Information

Hit Dice: A Master Spy gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills

The Master Spy’s Class skills, and the key abilities for each skill, are as follows.

Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 6 + Int modifier.

Class Features

The following are features of the Master Spy prestige class.

Starting Feats

The Master Spy gains the following feats. Weapon Group Proficiency (Personal Firearms) Weapon Group Proficiency (Powered Melee Weapons)

Bonus Class Skill

At 1st level, a Master Spy may designate any one cross-class skill as a class skill. This represents an area of expertise the Master Spy picks up due to the demands of his unusual and adaptive career.

At 2nd level, the Master Spy has learned to endear himself to a crowd, and thus pick up information more effectively. The cost of the Master Spy’s Gather Information checks is reduced by 10% for every level he has in this class.

This reduction in cost also applies to the additional cost for gaining a circumstance bonus to the check.

False Loyalty

At 4th level, the Master Spy can appear so devoted to another faction that he can join that faction. He must have sufficient Sympathy to join that faction (this Sympathy can be acquired under a false identity, using the False Identity feat). Joining a second faction allows the Master Spy access to members of that faction. The Master Spy must still meet the prestige class’ other requirements.

Six Questions

One of the tenets of the basic philosophy is a concept known as “the Six Questions”. Members who master this ability learn to glean more information from less data – asking fewer questions, and analyzing the answer holistically to get the same result as asking many more questions. At 5th level, the Master Spy can use the technique to reduce the time for a Gather Information check to 1 hour.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus 1 +0 +1 +2 +1 Bonus Class Skill +2 +0 2 +1 +2 +3 +2 Popular +3 +1 3 +2 +2 +3 +2 +3 +1 4 +3 +2 +4 +2 False Loyalty +4 +2 5 +3 +3 +4 +3 Six Questions +4 +2

Storyteller House Rule

Requirements

To qualify to become a , a character must fulfill the following criteria.

Base Attack Bonus:

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st
master_spy_prestige_class.txt · Last modified: 2021/12/04 00:39 (external edit)