Spy
Spies specialize in espionage, disguises and manipulation. They are trained to operate behind enemy lines and take on various identities in order to steal information and sabotage the inner workings of their enemies.
Spies specialize in espionage, disguises and manipulation. They are trained to operate behind enemy lines and take on various identities in order to steal information and sabotage the inner workings of their enemies.
Playing a Spy
XP Cost: 6 Prerequisites: 14 CHA
Choosing this Archetype and paying it XP cost grants the following:
Training
Gain Training in Deception and 3 of the following Skills of your choice: Athletics, Acrobatics, Fine Motor, Charm, Intimidate, Engineering, Perception, Knowledge, Medicine or Driving.
Gain Training in 2 Melee, Ranged or Thrown Weapon Types of your choice.
You Can Read, Write and Sign the Language known as Shadow-Signs.
Equipment
Acquire a Common, Uncommon or Military of a Suit of Light Armor.
Acquire 2 Common, Uncommon or Military Weapons of your Choice.
Acquire a Common or Uncommon Bundle of your choice.
Acquire a Disguise Toolkit.
Spy Fund Gain double the standard starting funds during character creation. You may consider those funds to be in any local country or city denomination.
Trait
Spy You gain a miscellaneous +2 to All Charm, Deception and Intimidation Skill Rolls.
You can Speak, Read, Write and Understand 2 Additional Languages of your Choice.
You add a Destiny Die on all Skill Rolls made to Escape Restraints or Imprisonment. You gain Resistance to Mind Affecting Spells and Substances that would cause you to reveal sensitive or personal information. You are trained to be unresponsive to information extraction methods even when pain, discomfort and threats are involved.
Trait
Professional You gain +1 to your Training Bonus. You gain an additional +1 to skill rolls when you use an Attribute Resource Pool Point to Add a Destiny Die to a Skill Roll.
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Spy
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Expert Evasion
XP Cost: 2 Prerequisites: Spy, Nimble
When you Pass a Dexterity Saving Throw to reduce damage from a Spell, Ability or Effect to Half, you instead receive 1 quarter of the original damage dealt.
Strong
XP Cost: 2 Prerequisites: Spy
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Spy
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Basic Maneuvers
(Can be taken multiple times)
XP Cost : 1 Prerequisites : Spy
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
(Can be taken multiple times)
XP Cost : 2 Prerequisites : Spy, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
(Can be taken multiple times)
XP Cost : 3 Prerequisites : Spy, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
High Ground
XP Cost : 1 Prerequisites : Spy
You gain +2 to Hit and +2 to Damage on Melee Attacks when you are 1 to 2 Meters above your target.
Light Armor Specialist
XP Cost : 2 Prerequisites : Spy
You gain an additional Bonus to your AC equal to ½ your DEX Modifier.
Natural Camouflage
XP Cost : 1 Prerequisites : Spy
You gain +2 to Stealth Checks made in high foliage environments, such as crop fields, forests, jungles, swamps and tall grass.
Urban Camouflage
XP Cost : 1 Prerequisites : Spy
You gain +2 to Stealth Checks made in urban environments, such as city streets, rooftops, alleys, building interiors and crowded areas.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Spy
You reduce the Initial cost of all Tier I Might Maneuvers by ½.
Might Maneuver Veteran
XP Cost : 3 Prerequisites : Spy, Might Maneuver Expert
You reduce the Initial cost of all Tier II Might Maneuvers by ½.
Might Maneuver Specialist
XP Cost : 4 Prerequisites : Spy, Might Maneuver Veteran
You reduce the Initial cost of all Tier III Might Maneuvers by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Spy
You reduce the Initial cost of all Tier I Stamina Maneuvers by ½.
Stamina Maneuver Veteran
XP Cost : 3 Prerequisites : Spy, Stamina Maneuver Expert
You reduce the Initial cost of all Tier II Stamina Maneuvers by ½.
Stamina Maneuver Specialist
XP Cost : 4 Prerequisites : Spy, Stamina Maneuver Veteran
You reduce the Initial cost of all Tier III Stamina Maneuvers by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Spy
You reduce the Initial cost of all Tier I Focus Maneuvers by ½.
Focus Maneuver Veteran
XP Cost : 3 Prerequisites : Spy, Focus Maneuver Expert
You reduce the Initial cost of all Tier II Focus Maneuvers by ½.
Focus Maneuver Specialist
XP Cost : 4 Prerequisites : Spy, Focus Maneuver Veteran
You reduce the Initial cost of all Tier III Focus Maneuvers by ½.
Nimble Evasion
XP Cost : 1 Prerequisites : Spy
Gain Training in DEX Saving Throws.
Agile Recovery
XP Cost : 2 Prerequisites : Spy
You may stand from a prone position using a Motion.
Lightning Reflexes
XP Cost : 1 Prerequisites : Spy
You gain +2 to your Initiative.
Relentless
XP Cost : 2 Prerequisites : Spy
You have one additional Reaction at your disposal.
Relentless II
XP Cost : 3 Prerequisites : Spy, Relentless
You have one additional Reaction at your disposal.
Relentless III
XP Cost : 4 Prerequisites : Spy, Relentless II
You have one additional Reaction at your disposal.
Efficient
XP Cost : 1 Prerequisites : Spy
You have one additional Motion at your disposal.
Efficient II
XP Cost : 2 Prerequisites : Spy, Efficient
You have one additional Motion at your disposal.
Efficient III
XP Cost : 3 Prerequisites : Spy, Efficient II
You have one additional Motion at your disposal.
Superior Focus
XP Cost : 2 Prerequisites : Spy
Increase your Maximum Focus by 2.
Abilities
Improvisor
XP Cost : 2 Prerequisites : Spy
You gain Advantage on all Deception Skill Rolls to maintain your cover while in a situationally appropriate disguise.
Voice Actor
XP Cost : 2 Prerequisites : Spy
You can learn the voice of an individual by listening to them speak and by rolling Fine Motor Skill Roll. The DC to successfully learn and imitate another creature’s voice is 18. More unique voices may require a higher DC at the Narrator’s discretion. Once learned you can imitate both the voice and speech patterns of that individual at will.
Resourceful Picker
XP Cost : 2 Prerequisites : Spy
You do not need lockpicks or tools to pick locks or disarm traps. You instead use anything and everything in your surroundings to aid you. You can use this ability while you are bound or restrained. You do not gain any other bonuses a kit tool would offer.
Agile Climber
XP Cost : 2 Prerequisites : Spy
You may use your Dexterity Modifier + Training for Athletics Skill Rolls to Climb down.
You may use the Average of your Strength and Dexterity Modifiers + Training for Athletics Skill Rolls to climb up.
Lay of the Land
XP Cost : 1 Prerequisites : Spy
You can use a 10 Minute Perception or Investigation Skill Check to Scout Out up to 100 Meters of Area. When you do so, you gain +2 on all Skill Checks made in that area for the next 12 Hours.
Quick Draw
XP Cost : 2 Prerequisites : Spy
You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Spy
You gain +2 to your AC while you have a melee weapon held in two of your hands.
You gain an additional Melee Attack Action while you have a melee weapon held in two of your hands. The Additional Attack Action is always rolled with a -2 to Hit Modifier.
You gain an additional Ranged Attack Action while you have a Ranged weapon held in two of your hands. The Additional Attack Action is always rolled with a -2 to Hit Modifier.
Pincushion
XP Cost : 2 Prerequisites : Spy
Each additional Hit on the same target deals +1 Damage after the first Hit(Maximum of 10). The bonus damage expires after the round it was dealt.