Post by Darth Kairos on Jun 5, 2019 3:07:08 GMT
Spy
Spies specialize in secretly penetrating enemy strongholds or organizations and carrying out their missions from within. Spies typically operate individually or in small groups. Their training emphasizes stealth, discreet combat, and covert penetration techniques. Covert Spies operate for extended periods of time within an organization. Aggressive Spies carry out specific combat missions, on their own or in support of commandos or other military units.
HP Progression: For each level taken in the Spy Prestige Class, a character gains 1d8 Hit Points + their Constitution modifier. They regain the same amount when recovering health by spending a hit die during a short rest.
Spy Special Abilities:
Defense Bonuses: If this is the first Prestige Class they enter, Spies gain a +4 Class bonus to their Reflex save, and a +2 Class bonus to their Will save.
On the Consul's Secret Service: Sometimes you've gotta make a silent takedown. I'll take the GEP Gun. From first level, if you damage an opponent who is unaware of you that opponent cannot speak or make other noises until the end of your next turn. This is a Stun effect.
The Living Daylights: Spies are called open to capture as often as kill, and they may not always have a stun blaster handy for the job. Starting at 2nd level, a Spy can use their Unarmed Attacks to deal Stun damage. The Spy must designate their intention to Stun their target before the attack is made, and the attack instead deals, in Stun damage, their regular damage +1 die. At 6th level, this extra damage increases to +2 dice, and at 10th level it increases to +3 dice.
The Man with the Bronzium Blaster: Spies venture into enemy strongholds armed with nothing more than a fine suit, a hidden weapon, and the training to make sure that's all they need. From third level, once per round you may use a Swift action to take advantage on an attack roll made with an Unarmed strike, Hold-Out Blaster Pistol, Knife, Vibrodagger, or other small concealable weapons (as determined by the Gamemaster).
For Your Eyes Only: An expert Spy knows the tricks of body language and movement that allow you to disguise your appearance without elaborate materials or efforts. In any situation that would call for a Diguise or Bluff check, you may use a Stealth check instead. If you would normally receive advantage on your Disguise or Bluff check, you may take it on the substitute Stealth check instead. This ability is gained at fourth level.
A View to Kill: A Spy's observation skills are second-to-none and it takes them just a moment to pin down all of a target's strengths, weaknesses, and any threats they might pose. From fifth level, as a Full-Round Action you can make a Perception check against a single target within line of sight. The DC is equal to 15 or the target's Stealth check result (if the target is actively trying to remain hidden), whichever is greater. If the check is successful, you grant yourself and all allies within line of sight a +3 insight bonus on attack rolls against that target until the end of your next turn. Your allies must be able to hear and understand you to benefit from this bonus, and they do not lose the benefit if they move out of line of sight after it is used.
You Only Live Twice: Extracting information from the unwilling is a hallmark of a skilled Spy. Some use liquor, some use foul injections, and some use their fists - whatever the method, they know all the tricks. At sixth level, a Spy gains advantage on all checks made to extract information from an unwilling target (such as a Knowledge (Interrogation) or unarmed attack check). The target must be restrained for the Spy to gain this bonus. In addition, the Spy's experience and training makes them almost impossible to crack under torture; if the torturer's Knowledge (Interrogation Techniques) rank is lower than the Spy's than any interrogation attempts automatically fail. Otherwise, the interrogator takes disadvantage on all checks made to extract information from the Spy.
Spectre: An expert Spy is never noticed. From seventh level, twice per long or short rest as a Swift Action, you can designate a single opponent within 12 squares that is unaware of you as the target of this ability. Until the beginning of your next turn, that target may not make Perception checks to notice you, even if you enter the target's line of sight. If you or any of your allies attack the target, the effect of this ability ends.
Golden Eye: Spies have holographic memories and remember almost every detail from past encounters and assignments, providing valuable insight on later missions. Once per short rest, you may spend a Standard Action to Take 20 on any Knowledge Skill you possess at least three ranks in, or spend a Swift Action to take Advantage on any Knowledge Skill even if you possess no ranks in it. You may take this benefit even if circumstances would not normally allow it. This effect comes into play at level 8.
Never Say Never Again: Spies typically work alone, but their peerless skills and eye for stealth lets them make infiltrators of even unskilled allies. From ninth level, the Spy can make a Stealth check for a number of allies within their line of sight equal to double their Charisma bonus (Minimum 1), using the check result in place of their allies' Stealth checks (the ally may choose not use this result if theirs is higher).
Die Another Day: A Master Spy can incapacitate any foe with anything they find on hand, and specialised equipment is unparalleled in their hands. At tenth level, whenever you use a weapon to deal Stun damage, you deal double the normal damage and move the target one step further along the Condition Track. Further, if you are using a weapon which cannot normally deal Stun damage (such as a knife) you may deal the weapon's regular damage as Stun damage. This second benefit is not affected by the first.
Spy Special Abilities by Level
Lvl 1: On the Consul's Secret Service, Defense Bonuses
Lvl 2: The Living Daylights I
Lvl 3: The Man with the Bronzium Blaster
Lvl 4: For Your Eyes Only
Lvl 5: A View to Kill
Lvl 6: You Only Live Twice, The Living Daylights II
Lvl 7: Spectre
Lvl 8: Golden Eye
Lvl 9: Never Say Never Again
Lvl 10: Die Another Day, The Living Daylights III
Spy Proficiency Points
C: 2, 3, 5, 6, 8, 9
S: 1, 2, 4, 5, 7, 8, 10
P: 1, 3, 4, 9, 10
Spies specialize in secretly penetrating enemy strongholds or organizations and carrying out their missions from within. Spies typically operate individually or in small groups. Their training emphasizes stealth, discreet combat, and covert penetration techniques. Covert Spies operate for extended periods of time within an organization. Aggressive Spies carry out specific combat missions, on their own or in support of commandos or other military units.
HP Progression: For each level taken in the Spy Prestige Class, a character gains 1d8 Hit Points + their Constitution modifier. They regain the same amount when recovering health by spending a hit die during a short rest.
Spy Special Abilities:
Defense Bonuses: If this is the first Prestige Class they enter, Spies gain a +4 Class bonus to their Reflex save, and a +2 Class bonus to their Will save.
On the Consul's Secret Service: Sometimes you've gotta make a silent takedown. I'll take the GEP Gun. From first level, if you damage an opponent who is unaware of you that opponent cannot speak or make other noises until the end of your next turn. This is a Stun effect.
The Living Daylights: Spies are called open to capture as often as kill, and they may not always have a stun blaster handy for the job. Starting at 2nd level, a Spy can use their Unarmed Attacks to deal Stun damage. The Spy must designate their intention to Stun their target before the attack is made, and the attack instead deals, in Stun damage, their regular damage +1 die. At 6th level, this extra damage increases to +2 dice, and at 10th level it increases to +3 dice.
The Man with the Bronzium Blaster: Spies venture into enemy strongholds armed with nothing more than a fine suit, a hidden weapon, and the training to make sure that's all they need. From third level, once per round you may use a Swift action to take advantage on an attack roll made with an Unarmed strike, Hold-Out Blaster Pistol, Knife, Vibrodagger, or other small concealable weapons (as determined by the Gamemaster).
For Your Eyes Only: An expert Spy knows the tricks of body language and movement that allow you to disguise your appearance without elaborate materials or efforts. In any situation that would call for a Diguise or Bluff check, you may use a Stealth check instead. If you would normally receive advantage on your Disguise or Bluff check, you may take it on the substitute Stealth check instead. This ability is gained at fourth level.
A View to Kill: A Spy's observation skills are second-to-none and it takes them just a moment to pin down all of a target's strengths, weaknesses, and any threats they might pose. From fifth level, as a Full-Round Action you can make a Perception check against a single target within line of sight. The DC is equal to 15 or the target's Stealth check result (if the target is actively trying to remain hidden), whichever is greater. If the check is successful, you grant yourself and all allies within line of sight a +3 insight bonus on attack rolls against that target until the end of your next turn. Your allies must be able to hear and understand you to benefit from this bonus, and they do not lose the benefit if they move out of line of sight after it is used.
You Only Live Twice: Extracting information from the unwilling is a hallmark of a skilled Spy. Some use liquor, some use foul injections, and some use their fists - whatever the method, they know all the tricks. At sixth level, a Spy gains advantage on all checks made to extract information from an unwilling target (such as a Knowledge (Interrogation) or unarmed attack check). The target must be restrained for the Spy to gain this bonus. In addition, the Spy's experience and training makes them almost impossible to crack under torture; if the torturer's Knowledge (Interrogation Techniques) rank is lower than the Spy's than any interrogation attempts automatically fail. Otherwise, the interrogator takes disadvantage on all checks made to extract information from the Spy.
Spectre: An expert Spy is never noticed. From seventh level, twice per long or short rest as a Swift Action, you can designate a single opponent within 12 squares that is unaware of you as the target of this ability. Until the beginning of your next turn, that target may not make Perception checks to notice you, even if you enter the target's line of sight. If you or any of your allies attack the target, the effect of this ability ends.
Golden Eye: Spies have holographic memories and remember almost every detail from past encounters and assignments, providing valuable insight on later missions. Once per short rest, you may spend a Standard Action to Take 20 on any Knowledge Skill you possess at least three ranks in, or spend a Swift Action to take Advantage on any Knowledge Skill even if you possess no ranks in it. You may take this benefit even if circumstances would not normally allow it. This effect comes into play at level 8.
Never Say Never Again: Spies typically work alone, but their peerless skills and eye for stealth lets them make infiltrators of even unskilled allies. From ninth level, the Spy can make a Stealth check for a number of allies within their line of sight equal to double their Charisma bonus (Minimum 1), using the check result in place of their allies' Stealth checks (the ally may choose not use this result if theirs is higher).
Die Another Day: A Master Spy can incapacitate any foe with anything they find on hand, and specialised equipment is unparalleled in their hands. At tenth level, whenever you use a weapon to deal Stun damage, you deal double the normal damage and move the target one step further along the Condition Track. Further, if you are using a weapon which cannot normally deal Stun damage (such as a knife) you may deal the weapon's regular damage as Stun damage. This second benefit is not affected by the first.
Spy Special Abilities by Level
Lvl 1: On the Consul's Secret Service, Defense Bonuses
Lvl 2: The Living Daylights I
Lvl 3: The Man with the Bronzium Blaster
Lvl 4: For Your Eyes Only
Lvl 5: A View to Kill
Lvl 6: You Only Live Twice, The Living Daylights II
Lvl 7: Spectre
Lvl 8: Golden Eye
Lvl 9: Never Say Never Again
Lvl 10: Die Another Day, The Living Daylights III
Spy Proficiency Points
C: 2, 3, 5, 6, 8, 9
S: 1, 2, 4, 5, 7, 8, 10
P: 1, 3, 4, 9, 10