Spy (3.5e Prestige Class)

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Author: The-Marksman (talk)
Date Created: February 2019
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Thank you to Ghostwheel for allowing me to use the Spymaster feat.

Becoming a Spy[edit]

A Spy is an espionage specialist used by kingdoms and covert organizations to obtain information that is considered secret or confidential, by any means necessary during covert operations. Being a Spy can often mean being equally comfortable with rubbing elbows at social functions, and then sneaking away into a restricted area, slipping past the guards and not getting caught while recovering top secret intelligence infomation. As covert operations are usually illegal its important for a Spy to conceal their identity to prevent them from being hunted or prosecuted as criminals by various other kingdoms they steal information from. As such, a Spy makes various "cover identities" that they pretend to be while working. A Spy learns to make sure that more often than not, their cover identities are deliberately forgettable. The way they talk, the way they walk and even move are completely and utterly unextraordinary so that they can move about unnoticed.

Spycraft Tips
People from happy families rarely become spies. A bad childhood is the perfect background for covert ops - you don't trust anyone, you're used to getting smacked around, and you never get homesick.
—Mikhael Vesten, Human Spy
Entry Requirements
Skills: Bluff 8 Ranks, Disguise 8 Ranks, Gather Information 8 ranks, Hide 4 ranks, Move Silently 4 Ranks
Feats: Spymaster, Skill Focus (Bluff)
Special: Must become employed as a Spy by a kingdom or organization.

Table: The Spy

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus*
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +0 +2 +2 Cover Identity, Smooth Criminal, Monk-like Abilities, Sneak Attack +1d6 +3/+3 1d8 +1 +0 ft.
2nd +1 +1 +3 +3 Social Chameleon, Non-detection, Local Delicacies +4/+4 1d8 +1 +0 ft.
3rd +2 +1 +3 +3 Scuffle, Silencing Strike, Sneak Attack +2d6 +5/+5/+0 1d8 +1 +0 ft.
4th +3 +1 +4 +4 Combat Expertise, Slippery Mind +6/+6/+1 1d10 +1 +10 ft.
5th +3 +2 +4 +4 Create Bug, Skill Mastery, Sneak Attack +3d6 +7/+7/+2 1d10 +2 +10 ft.
6th +4 +2 +5 +5 Intelligence Officer, Shadowing +8/+8/+8/+3 1d10 +2 +10 ft.
7th +5 +2 +5 +5 Seafore, Sneak Attack +4d6 +9/+9/+9/+4 1d10 +2 +20 ft.
8th +6 +3 +6 +6 Choke Out +9/+9/+9/+4 2d6 +2 +20 ft.
9th +6 +3 +6 +6 Incite Betrayal, Sneak Attack +5d6, +10/+10/+10/+5 2d6 +3 +20 ft.
10th +7 +3 +7 +7 Shadowy Enigma +11/+11/+11/+6/+1 2d6 +3 +30 ft.
  • Assuming the Spy came into the class with +3 BAB, then Flurry of Blows is what the Spy should ACTUALLY have at that level. If not, adjust these numbers accordingly.

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Spy.

Weapon and Armor Proficiency: Spys are proficient with all simple weapons and with all crossbow (light or heavy and hand), bolas, handaxe, kama, Longsword, nunchaku, rapier, sai, short sword and shuriken. Spies are not proficient with any armor or shields.

Cover Identity (Su): It's very important for a Spy's identity to not be known lest it cause embarrassment for the kingdom or organization he works for. As such all Spies use a cover identity while working. At 1st level A Spy establishes and propagate several aliases. When traveling, he can opt to take on an alias, allowing him to disguise himself with ease. In game terms a spy’s player must create as many cover identities as he is allowed by his Spymaster feat, describing their names, jobs, personality, quirks, and brief histories for the game master. At will, a Spy can switch his physical form between that of his normal identity and that of his cover identity. This ability works like the alter self spell, except that you can assume only the appearance of your cover identities. A Spy's caster level for this ability is equal to his Spy class level. When he uses this ability, the Spy is then considered to pass all disguise checks when transformed as one of his aliases. He may even use his Spy and other class abilities while in disguise, utilizing his aliases reputed abilities rather then his own. The only people who have a chance of piercing the disguise are close, personal friends, rivals, and relatives of the Spy, against whom the Spy must make a disguise check as normal with a +8 circumstance bonus. One alias may be of the opposite sex, while another may be of another race, though the aliases race must be of the same size as the Spy's. Thus a human Spy could not use one of his aliases to pose as an ogre, or as any race with the powerful build ability. While this ability is a supernatural ability, it does not give off any magic auras and cannot be detected with detect magic and is not detected by any creature or object with any kind of ability that detects magic or magical effects, but is subject to an antimagic field and mage's disjunction.

Should a Spy wish to "retire" one of his cover identities and develop a new one, he must spend 8 hours rigorously practicing subtle vocal intonations and body language before he gains the benefits provided by this class feature. Cover identities in and of themselves do not provide the Spy with any skills, proficiencies, or class features that others might expect of the professions pretended. Thus, a Spy must be careful to choose identities that can withstand ordinary scrutiny. To allay suspicion, and to better maintain an alias a Spy may choose to have one or more of the aliases they pose as the class(es) in which he started his career.

Facts are the hallmark of a good cover identity. It's harder to create history, than it is to alter it. Plus, the more truth to your lie, the easier it is to remember.
—Mikhael Vesten, Human Spy

Smooth Criminal (Ex): A Spy is an expert at one moment being the life of the party and saying just the right thing at the right time and then moving around unnoticed in a restricted area the next. A Spy adds a bonus equal to his Spy class level on all Bluff, Diplomacy, Disguise, Gather Information, Hide, Move Silently and Sense Motive checks. This bonus applies to all applications of these skills (i.e. making a bluff check to create a diversion to hide, or feinting in combat). In addition a Spy only takes a -5 instead of a -10 on all rushed diplomacy checks. In addition a Spy may never take a penalty more than -5 (if any) for a rushed bluff check.

Con artists and spies are both professional liars. Cons do it for the money, and spies do it for the flag, but it's mostly the same gig. When you go after a spy, you send another spy. The same goes for con artists. To catch one, you've got to beat him at his own game- be a better liar than he is.
—Mikhael Vesten, Human Spy

Monk-like Abilities (Ex): A Spy may not always be able to take a weapon with them to sensitive areas or have a weapon with them at all times, so because of this, Spies learn to defend themselves while unarmed and unarmored similar to the training a Monk receives. Sometimes a Spy finds themselves discovered in a place they dont belong and may need a quick escape route out the nearest window and need to use a wall within arm’s reach to use it to slow his descent. At 1st level, a Spy gains Improved Unarmed Strike as a bonus feat, improved unarmed strike damage and Ki Strike progression of a Monk of his character level. Also, when not wearing armor, using a shield, or carrying a heavy load, a Spy adds his Intelligence bonus (instead of Wisdom) if any, to his AC, and gains a Monk's extra AC bonus, fast movement, flurry of blows and Slowfall progression of a Monk of his total character level regardless of any previous classes.

When a Spy reaches 7th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus. If the Spy has levels in Monk or a similar class such as Battle Dancer, his Spy levels stack with his levels in those classes for the purposes of determining these abilities.

Spend a few years as a covert operative and a sunny beach just looks like a vulnerable tactical position with no decent cover... I've never found a good way to hide a hand crossbow in a bathing suit. Also, just because there are no doors doesn't mean there are no exits. The thing to look for is a window, that's where the wall is weakest. People watch doors, they don't watch high windows.
—Mikhael Vesten, Human Spy

Sneak Attack (Ex): A Spy gains sneak attack progression like a Rogue starting at 1d6 at 1st level and improving by +1d6 damage every 2 levels there after. These Sneak attack dice stack with all other sources of sneak attack/sudden strike.

Unlike a Rogue, a Spy can use his intimate knowledge of pressure points and weak points in armor to make a sneak attack with his unarmed strikes against targets in Medium or less armor that deals lethal or nonlethal damage at his discretion per strike. He cannot use his unarmed strikes for sneak attacks against opponents in half-plate or full-plate unless their head or other obvious vital spot is exposed. He can however still use normal weapons for sneak attacks against such targets. A Spy cannot use other weapons that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

One of the things covert operatives have to give up is the idea of a fair fight. Spies aren't trained to fight fair. Spies are trained to win.
—Mikhael Vesten, Human Spy

Social Chameleon (Ex): A Spy can come off as extremely likable and is adept at seamlessly fitting into almost any situation. Any character a Spy meets whos attitude is not already hostile or helpful, automatically and permanantly improves its attitude one step for the Spy (i.e. from unfriendly to indifferent). A Spy also gains a +4 competence bonus on all bluff or disguise checks made to convince someone that he belongs in a restricted area, is actually a member of a club, organization, or royal court and so on. Furthermore, should his bluff succeed his victim forever continues to believe the Spy's claims until they are presented with evidence to the contrary. Of course, a superior need only order a guard to hunt down a Spy, not present him with a case for that. The bonus from this ability stacks with the bonus from the Smooth Criminal ability.

In addition, a Spy gains a number of contacts that he can reach out to for favors or information as shown equal to his total character level on column A. These contacts can sometimes be referred to internally within the business as "assets", but in public conversation they are more often called contacts.

Just because someone believes you are who you say you are, doesn't mean he'll do what you want him to do.
—Mikhael Vesten, Human Spy

Non-detection (Su): A Spy is protected from effects like detect thoughts, discern lies, and any attempt to magically discern his alignment and from scrying and magical location such as Locate Creature as though he were always under the effects of a constant Nondetection spell which protects both him and his equipment, with a caster level equal to his character level. If any such divination spell are attempted against the Spy, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC equal to 15 + the Spy's character level. The Spy can suppress or resume this effect as a free action.

Explaining the rules of covert ops is always a challenge. It's a world where good guys look like bad guys, and two wrongs do, in fact, make a right.
—Mikhael Vesten, Human Spy

Local Delicacies (Ex): A Spy's work can bring him into contact with many different cultures and the various exotic local foods that can come with that. Different races might also be predisposed to different diseases which the Spy can't afford to fall ill with. Starting at 2nd level a Spy gains a bonus equal to 1/2 his class level on all saving throws against all poisons and diseases, natural or magical and on all Knowledge (Local) checks, starting at +1 at 2nd level and going up to +5 at 10th level.

To be a spy, you need physical fitness, a facility with languages, a tolerance for exotic foods, and the bugs that come with them. But ultimately, there's no greater qualification than the ability to look someone who ruined your life in the eye and say, "Let's work together."
—Mikhael Vesten, Human Spy

Scuffle (Ex): Sometimes when a Spy gets in close quarters with an opponent he needs to be able to grab an opponent to keep them from leaving, wrestle a valuable item off of them, or any other of the numerous reasons a struggle could break out. As such Spies train for these situations and a 3rd level Spy gains Improved Grapple as a bonus feat allowing him to initiate a grapple without provoking an attack of opportunity and granting a +4 bonus on grapple checks. In addition, while grappling, a Spy can attack with any light weapon with which he is proficient without provoking an attack of opportunity (including unarmed strike) and can initiate a grapple without provoking an attack of opportunity after any successful unarmed strike attack.

There's no substitute for improvisation. Even the best plans can't anticipate everything. You'd better be able to roll with the punches.
—Mikhael Vesten, Human Spy

Silencing Strike (Ex): At 3rd level, as an attack action, a Spy may make a single attack at a −2 penalty; if he succeeds, the Spy may choose that the opponent is unable to speak for 1d4 + 2 rounds. This prevents casting spells with verbal components, shouting warnings or alarms and such. This ability can only be used against living creatures with a discernable anatomy.

The best way to engage your enemy isn't always with a crossbow in hand. Come off as harmless or weak and you can get close to your target without him getting suspicious – and that's when you strike!
—Mikhael Vesten, Human Spy

Combat Expertise: A Spy running away from a bad situation needs to be able to make sure he isn't hit and is well versed in defensive measures in combat. A Spy gains Combat Expertise as a bonus feat at 4th level, even if he doesn't meet the prerequisites.

As a rule, spies don't like dealing with the local guards. Covert ops are illegal by definition. If they were legal they wouldn't need to be covert. Still the local guards can be useful if you need a little insurance against people shooting arrows at you.
—Mikhael Vesten, Human Spy

Slippery Mind (Su): A Spy needs to keep a clear head at all times and is so focused on the mission that he has the ability to wriggle free from magical effects that would otherwise control or compel him. If a 4th level Spy or higher is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

A good spy knows when to run, and when to surrender. Sometimes it's best to remember that it's a lot easier to dodge questions than it is to dodge arrows.
—Mikhael Vesten, Human Spy

Create Bug (Sp): Sometimes a Spy needs to collect intel on important conversations that are held in a private room. For these occasions they can create a listening device refered to in the business as a "Bug". To do this a Spy must take any two similar fine to small objects (such as 2 coins, 2 broaches, 2 earrings, etc) and rub them together while whispering magic words into them. Doing this creates a magical sensor between the objects turning one into the sensor and one into the reciever. This enchants the objects without giving off any magical auras and lasts 1 day per Charisma modifier of the Spy (minimum of 1 day). Once enchanted the objects allows the Spy to channel Clairaudience / Clairvoyance at will through the devices to see what's happening and/or hear what's being said. If both functions are used simultaneously the awareness provided is just as good as actually being in the room where the bug is. If the sensor is in a pocket, pouch or sack the DC of the listen check goes up by 5. The user holding the receiver can mentally control the volume at will as a free action making it so soft that it has to be held to the ear to hear anything, or loud enough so that the noise on the receiving end is a little louder than what's happening on the sensor's end.

One popular use of this technique is to take two sets of identical earrings and cross enchant the pairs so that each user is wearing a sensor and a receiver allowing the two wearers to talk across any distance. A Spy may use this ability no more than twice per day.

Eavesdropping and fieldwork go hand-in-hand. You wanna know what your target is saying, what he's whispering behind closed doors. But magic can't always work miracles: bugs don't plant themselves. Fact is, even the fanciest equipment usually needs help from a good old-fashioned crowbar.
—Mikhael Vesten, Human Spy

Skill Mastery (Ex): The Spy becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

The thing about security is, that the very things that protects you, can be turned against you, by someone who knows what he's doing. It's tough to compromise a well thought out security system, but making someone think you can compromise it, well, that's much easier. A great way to get people talking about their security, is to put them on the defensive. Accuse a guy of having bad locks, and before you know it, he's telling you where all his magical sensors are.
—Mikhael Vesten, Human Spy

Intelligence Officer (Su): A Spy always adds his Intelligence modifier to all Bluff, Diplomacy, Disguise Gather Information and Sense Motive checks in addition to his original ability modifier, this effect does not stack with any other abilities that allow you to add another ability score to skill checks.

Spies go to taverns for the same reason people go to libraries – full of information, if you know how to ask.
—Mikhael Vesten, Human Spy

Shadowing (Ex): At 6th level, a Spy can move stealthily even at a quick pace. He no longer takes a −5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a −10 (instead of the normal −20) on Hide and Move Silently checks when running. He still takes the normal −20 on such checks when charging. A Spy may also use the Hide skill in any type of terrain, even if the terrain does not grant cover or concealment, and a Spy can even use the hide skill while being observed.

I never run around in the bushes in a mask when I'm breaking in someplace. Somebody catches you, what are you gonna say? You want to look like a legitimate visitor until the very last minute. If you can't look legit, confused works almost as well. Maybe you get a glass of milk, or a chicken leg. If you get caught, you just look confused and apologize like crazy for taking the chicken leg - nothing could be more innocent...
—Mikhael Vesten, Human Spy

Seafore (Ex): As a Spy there are situations where subtlety wont do and he needs to get into a secure location such as a castle, bank or just a politicians safe. For these situations a Spy always carries around a couple blocks of an explosive clay called "Seafore". These blocks of seafore are slightly sticky and adhere very well to most dry surfaces. Seafore is timely and tedious to create and once crafted only stays good for 24 hours before its no longer usable. As such seafore needs to kept primed, so Spies mix it ahead of time, usually, when they prepare for the day first thing in the morning. At the end of the day, they dismantle any unused blocks because it's no longer reactive enough and recycle the ingredients the next morning.

A Spy can only make 2 blocks of Seafore per day each weighing 1 lb and fitting in the palm of a hand a little smaller than a normal brick. It can be adhered to any mostly dry surface and primed as a standard action that provokes an attack of opportunity. Then anytime within 5 minutes per class level as long as the Spy is still within 50 feet, he can detonate it as a swift action that does not provoke an attack of opportunity to set it off. The explosion does 3d6 damage to anything in the same square as the seafore (no save) and 3d6 damage to anything within 5 feet (reflex save for half). This damage is considered siege damage against objects and bypasses the hardness of any objects except those made of adamantine.

If you can't get through a door without attracting attention, the next best thing is to attract a lot of attention. Once everyone is looking at the door wondering what's going on, you can pop in a flash grenade and they won't see anything for a while.
—Mikhael Vesten, Human Spy

Choke Out (Ex): A Spy often finds themselves in situations where they need to disable an opponent, whether its a guard or someone else who just happened to walk in at the wrong time. Starting at 8th level, anytime a Spy has an opponent in a grapple he may attempt to knock the opponent unconscious with a choke hold. To do so the Spy must maintain a grapple for 2 consecutive rounds during which time the opponent cannot speak or make verbal noises, shout alarms or the like. After the second consecutive successful full round opposed grapple check the opponent passes out for 5d4 minutes. This ability can only be used on living creatures with a discernable anatomy. This ability does not work on opponents in full plate who's throats are covered or those who do no need to breathe.

Being a spy, you have to get comfortable with the idea of people doing bad things for good reasons; and doing good things for bad reasons... You do the best you can.
—Mikhael Vesten, Human Spy

Incite Betrayal (Ex): Starting at 9th level a Spy is so good at manipulating and twisting the truth that he can spin a scenario and twist and distort the words of others out of context to the point where he can make a target believe that their most trusted ally is actually their worst enemy and wants to kill them, so the target should act first and kill his ally instead. He may even convince a lower level minion/guard that their boss is weak and that they could off their boss, no one would know and the target could become the boss themselves instead.

In game terms, any time a Spy can engage a target in conversation for at least 1 minute he may make a Bluff check (if hes lying) or Diplomacy check (if hes telling the truth) opposed by the targets Sense Motive check to convince the target that their ally is, in fact, their enemy.

  • If the Spy's roll is higher than his target's, than the target changes its attitude towards its former ally by 1 step worse (Indifferent to Unfriendly) and improves his attitude towards the Spy 1 step (Indifferent to Friendly) for every 5 points the Spy beat the targets roll by.
  • If the targets Sense Motive check beats the Spy's roll then the target attitude becomes 1 step worse towards the Spy for every 5 points that his Sense Motive was more by.

This ability can be used in conjunction with his ability to make rushed diplomacy checks from Smooth Criminal and his ability to take 10 on skill checks even if stress and distractions would normally prevent him from doing so that he gets from Skill Mastery. Note: if a Spy chooses to use his Smooth Criminal ability to make a rushed Diplomacy check he must spend 5 rounds talking to the target instead of the normal 10 rounds, and if he uses the take 10 from his Skill Mastery ability he must talk to the target for an uninterrupted 10 minutes.

In the spy game, you spend a lot of time getting people to betray their own. Most do it for money. Some do it for spite. It's always easier to turn someone who works for a criminal gang into a double agent. The more secretive and ruthless their side is, the better. You work on their fear that any hint of disloyalty, will get them killed by their own people. But the greatest achievement is to get a guy to turn on his own people because he thinks that he is being loyal.
—Mikhael Vesten, Human Spy

Shadowy Enigma (Su): A Spy is an enigma, and is so well trained in using his cover identities that its almost impossible get information about him, even with magical means. When a Spy reaches 10th level, he gains protection from all devices and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting spells and effects as well as information gathered by divination spells or effects, including scrying, as though the Spy were always effected by a Mind Blank spell with a caster level equal to his his character level. A Spy can suppress or resume this effect as a free action. In addition, while masquerading as one of his cover identities all divination spells detect only information appropriate to his covery identity and reveal nothing related to his Spy persona.

No matter how good your cover identity is, you've got to sell it, and that's not always easy. Sometimes you have to decide just how committed you are to pretending you are who you say you are. But, Spies always need to remember every cover ID they've ever worn because you never know when you might need to put one back on if someone from your past recognizes you.
—Mikhael Vesten, Human Spy

Ex-Spies[edit]

A Spy who gets fired from the organization hes working for or who willfully commits an act of treason against the kingdom or agency who hired him gets him "Burned" As a Burnt Spy, the Spy loses his status as a Spy and loses the ability to use any Supernatural or Spell-like Spy abilities. In addition some kingdoms or organizations that catch him no longer have the incentive to hold on to him to ransom or trade him back to his previous employer which could get him killed. He may not progress any farther in levels as a Spy. He regains his Supernatural abilities and advancement potential if he either atones and makes amends with the leader of the kingdom or organization that he used to work for and is rehired, or if he finds a different kingdom or organization to work for and gets hired as a Spy by that kingdom or organization.

When a Spy gets fired he doesn't get a nice visit from a royal advisor and a gold broach. They cut him off. They make sure he can never work again. They can't take away his skills or what's in his head so they take away the resources that allow him to function: they "burn" him. As a spy working for a government, you're protected. You may work solo, but you have agreements with other spy agencies and kingdoms. Even when you're surrounded by your enemies, that protects you. When your entire career consists of making enemies, there's no greater danger than being totally cut off, alone.
—Mikhael Vesten, Human Spy

Campaign Information[edit]

Playing a Spy[edit]

Religion: Spies don't follow a specific religion as a class, however given the nature of their work it's very common to have Spies that either revere or worship Olidammara who is also called the "master of disguise"; and a lot of what a Spy does involves trickery which is one of Olidammara's domains. Evil Spies may also worship Vecna god of secrets is the master of all that is secret and hidden. One of Vecna's domains is knowledge and and much of a spies work involves obtaining secret knowledge, often taking it in secret and without permission.

Covert intelligence involves a lot of waiting around. Know what it's like being a spy? Like sitting in your cleric's reception area twenty-four hours a day. You sip some tea, read the local scrolls, and every so often, someone tries to kill you.
—Mikhael Vesten, Human Spy

Other Classes: Spies love and hate working with members of other classes. They excel when protected by warriors and supported by spellcasters. Spies are particularly weary of Paladins, so they endeavor to prove themselves useful when contact with a Paladin is unavoidable. Spies who wish to go unnoticed benefit greatly from the presence of other classes. The less subtle and more visible his adventuring companions are, the easier it is for a Spy to remain in the background and disguise his purpose and goals.

In the intelligence world anyone who isn't actively your enemy is a potential friend. Spies can't afford any grudges. In a pinch you have to be willing to turn to anyone for help no matter how complicated your history is.
—Mikhael Vesten, Human Spy

Role: Spies are naturally charismatic and the work they do involves talking to and manipulating people and as such are very good at talking. Because of this Spies often serve as the spokesman of the party using his social skills for the parties benefit. In combat Spies aren't capable of prolonged melee combat, so they focus on opportunistic sneak attacks or ranged attacks. He uses his speed to get into and out of combat quickly rather than engaging in prolonged melees. He also makes an excellent scout, particularly if he focusses his skill selection on stealth.

For a spy, loyalty is a strange thing. You job is to deceive, to live among your enemies to perform dark deeds for a noble purpose. And it's that purpose that guides you through the darkness. When you lose sight of that, the darkness is all there is.
—Mikhael Vesten, Human Spy

Adaptation: Spies dont have to be just straight spies. Spies that work for specific organizations might come with levels in classes for that organization. Like a spy for a ninja clan might have levels in ninja; or a spy for the local church might actually take levels in cleric, etc. These spies would have very convincing very real cover stories working for the organization, but then slip away from a legitimate mission for the organization to ply their spycraft.

Spies in the World[edit]

Adventures: Spies adventure as part of the greater good of the kingdom or organization for which they're employed. The majority of adventures that a Spy goes on are direct orders or missions from the kingdom or organization he's employed with. The Spy and his companions are compensated fairly for these missions and the kingdom may be especially generous with bigger or more important missions with casting of spells or magic items as payment. Some crave fame; others seek infamy. Figuring out how to sneak into a place or turn an enemy into an asset is great fun for many Spies.

Eventually the information spies obtain usually ends up in the hands of a politician. The relationship between spies and politicians is never easy but they need each other. By themselves secrets are just words. Covert intelligence is only as powerful as the person who uses it.
—Mikhael Vesten, Human Spy

Organizations: Spies in and of themselves do not have an organization, but organizations in and of themselves is interictal to the existence of a Spy. Kingdoms and organizations are both the ones that hire and utilize spies and they're also generally the targets which spies ply their craft against as well. Stealing secrets from one kingdom to give to another or stealing the secrets of one organization or business to give to another. In this way organizations are among the most important parts of a spies world.

Threaten any serious criminal organization and they're going to do one of two things: they'll send someone to make a deal... or they'll send someone to make a corpse. Either way you've got something to work with... But, if they don't kill you, they've got plans for you.
—Mikhael Vesten, Human Spy

NPC Reactions: If a spy is any good, an NPC should almost never be able to react to the fact that the spy is infact a spy. NPCs should always be reacting to what the spy is pretending to be, whether that's a bard, a rogue a scout, a pompous business man; their reactions should be as could be expected for the profession(s) pretended. On the rare occasion or off chance that an NPC did realize that what the spy was, it comes down to loyalties. If the spy works for the kingdom of the NPC he could be viewed with some measure of celebrity or at least respect. However NPCs with particularly strong or stern moral compasses would not think highly of the spies seedy work. If the NPC and the spy had different loyalties than the reaction to the spy would be both very strong and very negative.

There's a reason spies don't have a lot of parties. Everybody's got a history with everyone else.
—Mikhael Vesten, Human Spy

Spy Lore[edit]

Characters with a lore skill or ranks in Knowledge (Local) can research Spys to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 Spies are masters of stealth and manipulation that steal information for the kingdoms they work for.
15 Spies are adept and fitting seamlessly into any social situation they encounter and can frequently make people believe they belong in restricted areas.
20 Many spies are trained in martial arts combat training similar to that received by a monk because they cant always carry weapons into restricted areas. However, unlike monks; spies dont always fight fair and have no issue taking advantage of a vulnerable or distracted opponent like rogues do.
25 When spies are on missions they usual make up an alias or "cover identity" to masquerade as. It can be difficult to magically compel or control the thoughts or actions of a spy. Just when you think you have them they seem to slip out of magical controls.
30 Spies can create small items to use for listening at a distance and even make small portable explosives that can be set up quickly and triggered remotely and then slide down a tall castle wall to safety.
35 High level spies are magically shrouded from most divination spells and effects. Any attempts to use such spells and effects will just give false information about who the Spy wants you to think they are. Anyone who obtains this level of success can learn information about a specific Spy including some of his motivations, goals and even recent where abouts.
There's nothing worse for anyone who's spent time in intelligence work than being up against a ghost. You can deal with an enemy you know, but an enemy you don't know? He could be a competitor who knows all about your operation… could be law enforcement getting ready to bust you… could be a foreign agent setting you up in some deep spy game. Your only option is to disappear.
—Mikhael Vesten, Human Spy

Spies in the Game[edit]

Sample Encounter:



Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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Article BalanceHigh +
AuthorThe-Marksman +
Identifier3.5e Prestige Class +
Rated ByFranken Kesey +
RatingRating Pending +
TitleSpy +