Surrealistik
2009-12-26, 01:45 PM
"This will be the last time you see me..." -The Spy (http://www.youtube.com/watch?v=ZTj6tauY1JU&feature=related) (identity unknown)
"There is an idea of a Patrick Bateman, some kind of abstraction, but there is no real me, only an entity, something illusory, and though I can hide my cold gaze and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable: I simply, am not, there." -Patrick Bateman, American Psycho (http://www.youtube.com/watch?v=icrTMD20kxI) (not quite a Spy, but the quote is apt)
http://th03.deviantart.net/fs70/300W/f/2009/357/b/4/TF2_Joker_Card_by_Gavade.jpg
Design goal: 3rd-4th Tier class that trades combat prowess and survivability for enhanced skill utilization, and specialization at infiltration, finesse, trickery and deception.
Alignment
Any.
Hit Die
d4.
BAB: Poor.
Saves: Will: High, Reflex: Low, Fortitude: Low
Skill Points at 1st Level:
(8 + Int modifier) ×4.
Skill Points at Each Additional Level:
8 + Int modifier.
Class Skills:
The Spy’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
{table=head]Level:|BAB:|Fort:|Ref:|Will|Special
1st|+0|+0|+0|+2|Agent of Subterfuge I, Bonus Languages, Poison Use, Sneak Attack 1d6, Trapfinding, Practiced Assassin I
2nd|+1|+0|+0|+3|Agent of Subterfuge II, Improved Disguise, Trackless Step
3rd|+1|+1|+1|+3|Trap Sense, Sneak Attack 2d6, Practiced Assassin II
4th|+2|+1|+1|+4|Agent of Subterfuge III, Mental Conditioning
5th|+2|+1|+1|+4|Air of Mystique, Agent of Subterfuge III, Greater Disguise, Sneak Attack 3d6
6th|+3|+2|+2|+5|Agent of Subterfuge IV, Practiced Assassin III
7th|+3|+2|+2|+5|Shadow of Doubt, Sneak Attack 4d6
8th|+4|+2|+2|+6|Agent of Subterfuge V, Superior Disguise, Veil of Deceit
9th|+4|+3|+3|+6|Hide in Plain Sight, Impenetrable Mind, Sneak Attack 5d6
10th|+5/+0|+3|+3|+7|Agent of Subterfuge VI, Master of Subterfuge I
11th|+5/+0|+3|+3|+7|Death Attack, Sneak Attack 6d6
12th|+6/+1|+4|+4|+8|Agent of Subterfuge VII
13th|+6/+1|+4|+4|+8|Master of Disguise, Sneak Attack 7d6
14th|+7/+2|+4|+4|+9|Agent of Subterfuge VIII, Fade to Black
15th|+7/+2|+5|+5|+9|Master of Subterfuge II, Sneak Attack 8d6
16th|+8/+3|+5|+5|+10|Agent of Subterfuge IX, Shroud of Secrecy
17th|+8/+3|+5|+5|+10|Sneak Attack 9d6
18th|+9/+4|+6|+6|+11|Agent of Subterfuge X,
19th|+9/+4|+6|+6|+11|Sneak Attack 10d6
20th|+10/+5|+6|+6|+12|Agent of Subterfuge XI, Terminus Est[/table]
Class Features:
Weapon and Armor Proficiencies:
Spies are proficient with all simple and improvised weapons, and a number of light exotic and/or light martial weapons equal to 1 plus their Intelligence modifier (minimum 1). They are not proficient with any type of armor or shield.
Bonus Languages:
At the 1st class level, the Spy gains a bonus language of your choice.
At each class level beyond the first, the Spy gains an additional language of your choice.
Poison Use:
Spies are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison.
Agent of Subterfuge (Ex):
At the 1st class level, select a number of class skills equal to 3 + your INT mod in addition to Bluff, Disguise and Gather Information.
You gain a bonus to selected skills at the 1st class level equal to 1, plus 1 at the 2nd class level, and every other class level beyond the 2nd. Furthermore, as these skills become an object of intense study, and rigorous, methodical discipline, you may add your Intelligence modifier to them (this only applies for skills that do not feature Intelligence as their key ability). Lastly, you may once reroll any natural 1s rolled when attempting to use these skills.
You may swap any number of these selected skills for an equivalent number of different skills from your class skill list upon gaining a class level. Bonuses derived from this ability apply only to currently selected skills.
Sneak Attack (Ex):
If a Spy can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The Spy’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spy flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Spy levels thereafter. Should the Spy score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Spy can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Spy can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Spy must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Spy cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex):
Spies can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Spies can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Spy who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Practiced Assassin (Ex):
Starting at the 1st class level, the Spy adds his Intelligence modifier (if positive, up to a maximum equal to his class level) and half his class levels to the attack and damage rolls of his Sneak Attacks.
Starting at the 3rd class level, the Spy adds his Intelligence modifier (if positive, up to a maximum equal to his class level) and one fourth of his class levels to the save DCs of all poisons he crafts.
Starting at the 6th class level, the Spy adds half his Intelligence modifier (if positive) and one fifth of his class levels to the damage, ability damage and drain inflicted by poisons he crafts, and the Spy may apply poison to an object, or area up to 5 square feet as a Swift Action.
Improved Disguise (Ex):
At the 2nd class level, you gain the Improved Disguise feat even if you don't meet the prerequisites. You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time.
Trackless Step (Ex):
Starting at the 2nd class level, the Spy cannot be tracked. He can choose to leave a trail if desired.
Trap Sense (Ex):
At 3rd level, a Spy gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the spy reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Mental Conditioning (Ex):
Starting at the 4th class level, the Spy gains a bonus to all saves and checks made versus Mind-Affecting (including fear, torture and intimidation effects) and Divination spells, abilities and effects (including Spot and Intelligence checks made to notice scrying sensors) equal to his Intelligence modifier (if positive), + 1 for every two class levels.
When successfully saving against a Mind-Affecting effect, the Spy may pretend to be influenced or compromised by it with a successful opposed Bluff or Perform(Acting) check against the Sense Motive skill of that effect's user. For effects that establish any sort of telepathic connection, the Spy may relay whatever thoughts he wishes to the user of those effects; all other thoughts the user is not privy to.
Further, when targeted by a spell, ability or effect that detects or reveals the Spy's alignment, he is entitled to a Will save against it equal to the effect's DC (calculate the DC of effects without a save as normal). If the Spy succeeds on this opposed save, he always detects as an alignment of his choice, or none at all for the user of that effect. If the user of an effect thwarted in this way later attempts to use another alignment detecting effect with a higher DC, the Spy must make another Will save to maintain his deception.
Greater Disguise (Ex):
Starting at the 5th class level, you gain a +5 circumstance bonus on all Disguise checks versus those unfamiliar with the creature you are impersonating. The penalties to Disguise checks for changing your apparent height and weight are reduced by half (round down). You can create a disguise in half the normal time. You can don a disguise in a quarter of the normal time. These benefits are addition to those afforded by the Improved Disguise feat. Benefits related to circumstance bonuses, and time required to don and create a disguise do not stack with other Spy abilities or the Improved Disguise feat.
Air of Mystique (Su):
Starting at the 5th class level, the Spy's auras and that of any of his carried equipment are obfuscated as if affected by a continuous Nystul's Magic Aura (http://www.d20srd.org/srd/spells/magicAura.htm) spell, although it also applies to the Spy, and can conceal or fabricate alignment based auras as well. The DC is equal to 10 + the Spy's Intelligence modifier + half the Spy's class levels. The effective caster level is equal to the Spy's class level. If dispelled, the Spy may resume the effect as a Free Action.
Shadow of Doubt (Ex):
Starting at the 7th class level, the Spy is automatically entitled to Search, Listen and Spot checks to notice disguised, invisible, hidden and/or polymorphed creatures, counterfeited documents, secret, invisible and/or hidden doors, traps, passages, objects and the like when he comes within a number of feet of them equal to 5 feet, plus 5 feet per 3 class levels beyond the 7th.
Further the Spy automatically performs a Hunch check (see the Sense Motive skill) when interacting with anyone with a bonus equal to his class level.
Lastly, the Spy may now also apply his save bonuses from Mental Conditioning to illusory spells and effects.
Superior Disguise (Ex):
Starting at the 8th class level, the Spy gains a +10 circumstance bonus on all Disguise checks versus those unfamiliar with the creature he is impersonating. You can create a disguise in a quarter of the normal time. You can now don a disguise as a full round action (This provokes an attack of opportunity). You can adjust your apparent height and/or weight by up to 25% without incurring a penalty. These benefits are addition to those afforded by the Greater Disguise ability. Benefits related to circumstance bonuses, and time required to don and create a disguise do not stack with other Spy abilities or the Improved Disguise feat.
Veil of Deceit (Ex):
Beginning at the 8th class level, if the Spy succeeds on a Will save against a Divination effect, he becomes aware of the true identity (including appearance) and location of the creature attempting to use the effect on him, and may have that Divination effect instead target another creature he knows. This designated creature interacts with the effect as usual, and is entitled to the typical saves and resistances.
Impenetrable Mind (Ex):
Starting at the 9th class level, if the Spy is affected by a Mind-Affecting or Divination 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.
Hide In Plain Sight (Ex): At the 9th class level or higher, a Spy can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, concealment or crowd, a Spy can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Master of Subterfuge (Ex):
Starting at the 10th class level, skills enhanced by Agent of Subterfuge are improved even further. You may take a 10 on these skills even when distracted or under stress, and you cannot critically fail any skill check involving them. Further, the Spy is able to reroll any skill check of any skill enhanced by Master of Subterfuge, and accept the result of his choice. These rerolls stack with any other effect that permits a skill check reroll.
Starting at the 15th class level, skill checks that require a full round or less to complete can now be done one degree of time sooner. Consult the following table:
{table=head]Normal Action Duration:|New Action Duration:
Full Round Action|Standard Action
Standard Action|Move Action
Move Action|Swift Action
Swift Action|Free Action[/table]
Skill checks that require more than a Full Action to complete now take half the normal time to complete. For the purposes of this class feature, half of a Full Action is a Standard Action, half of a Standard Action is a Move Action, half of a Move Action is a Swift Action, and half of a Swift Action is a Free Action. This stacks with any other skill or effect that modifies the time required to utilize a skill.
Death Attack (Ex): Beginning at the 11th class level, if the Spy studies his victim for 3 rounds and then makes a Sneak Attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Spy’s choice). While studying the victim, the Spy can undertake other actions so long as his attention stays focused on the target and the target does not detect the Spy or recognize him as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the Spy's class level + the Spy’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Spy. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Spy has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the Spy does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Master of Disguise (Ex):
Starting at the 13th class level, the Spy gains a +20 circumstance bonus on all Disguise checks versus those unfamiliar with the creature he is impersonating. The Spy can now don a disguise as a Standard Action (This provokes attacks of opportunity), and create a disguise in a full round (This provokes attacks of opportunity). Though people intimately familiar with the creature you are impersonating remain suspicious, they receive no bonus to their Spot checks. You can adjust your apparent height and/or weight by up to 50% without incurring a penalty. These benefits are addition to those afforded by the Superior Disguise feat. Benefits related to time required to don and create a disguise provided by other Spy abilities overlap and do not stack.
Fade to Black (Ex):
Starting at the 14th class level, if the Spy reduces a creature to less than 0 hit points, or renders it otherwise helpless while hidden as a result of a Sneak Attack, he may immediately attempt to hide again as a Free Action at no penalty. If he succeeds at this hide attempt, the attack and the Spy go completely unnoticed. If that creature remains conscious, he is aware of the attack, but fails to notice the Spy himself if his hide attempt is successful.
Shroud of Secrecy (Su):
Starting at the 16th class level, the Spy gains the benefits of a continuous Mind Blank (http://www.d20srd.org/srd/spells/mindBlank.htm) effect. He may repeal and reinstate this effect when desired as a Free Action, and may do so in response to being targeted with a Divination or Mind-Affecting spell or effect.
While immune to Mind-Affecting effects, he may pretend to be influenced or compromised when subject to one with a successful opposed Bluff or Perform(Acting) check against the Sense Motive skill of that effect's user. For effects that establish any sort of telepathic connection, the Spy may relay whatever thoughts he wishes to the user of those effects; all other thoughts the user is not privy to.
While immune to Divination effects, if the Spy succeeds on a Will save against the usual DC of such an effect, he becomes aware of the true identity (including appearance) and location of the creature attempting to use the effect on him, and may have that Divination effect instead target another creature he knows. This designated creature interacts with the effect as usual, and is entitled to the typical saves and resistances.
Terminus Est (Ex): At the 20th class level, the Spy only requires 1 round of study to initiate a Death Attack. Furthermore, the Spy adds his full class level instead of half his class level to the DC of his Death Attacks.
"There is an idea of a Patrick Bateman, some kind of abstraction, but there is no real me, only an entity, something illusory, and though I can hide my cold gaze and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable: I simply, am not, there." -Patrick Bateman, American Psycho (http://www.youtube.com/watch?v=icrTMD20kxI) (not quite a Spy, but the quote is apt)
http://th03.deviantart.net/fs70/300W/f/2009/357/b/4/TF2_Joker_Card_by_Gavade.jpg
Design goal: 3rd-4th Tier class that trades combat prowess and survivability for enhanced skill utilization, and specialization at infiltration, finesse, trickery and deception.
Alignment
Any.
Hit Die
d4.
BAB: Poor.
Saves: Will: High, Reflex: Low, Fortitude: Low
Skill Points at 1st Level:
(8 + Int modifier) ×4.
Skill Points at Each Additional Level:
8 + Int modifier.
Class Skills:
The Spy’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
{table=head]Level:|BAB:|Fort:|Ref:|Will|Special
1st|+0|+0|+0|+2|Agent of Subterfuge I, Bonus Languages, Poison Use, Sneak Attack 1d6, Trapfinding, Practiced Assassin I
2nd|+1|+0|+0|+3|Agent of Subterfuge II, Improved Disguise, Trackless Step
3rd|+1|+1|+1|+3|Trap Sense, Sneak Attack 2d6, Practiced Assassin II
4th|+2|+1|+1|+4|Agent of Subterfuge III, Mental Conditioning
5th|+2|+1|+1|+4|Air of Mystique, Agent of Subterfuge III, Greater Disguise, Sneak Attack 3d6
6th|+3|+2|+2|+5|Agent of Subterfuge IV, Practiced Assassin III
7th|+3|+2|+2|+5|Shadow of Doubt, Sneak Attack 4d6
8th|+4|+2|+2|+6|Agent of Subterfuge V, Superior Disguise, Veil of Deceit
9th|+4|+3|+3|+6|Hide in Plain Sight, Impenetrable Mind, Sneak Attack 5d6
10th|+5/+0|+3|+3|+7|Agent of Subterfuge VI, Master of Subterfuge I
11th|+5/+0|+3|+3|+7|Death Attack, Sneak Attack 6d6
12th|+6/+1|+4|+4|+8|Agent of Subterfuge VII
13th|+6/+1|+4|+4|+8|Master of Disguise, Sneak Attack 7d6
14th|+7/+2|+4|+4|+9|Agent of Subterfuge VIII, Fade to Black
15th|+7/+2|+5|+5|+9|Master of Subterfuge II, Sneak Attack 8d6
16th|+8/+3|+5|+5|+10|Agent of Subterfuge IX, Shroud of Secrecy
17th|+8/+3|+5|+5|+10|Sneak Attack 9d6
18th|+9/+4|+6|+6|+11|Agent of Subterfuge X,
19th|+9/+4|+6|+6|+11|Sneak Attack 10d6
20th|+10/+5|+6|+6|+12|Agent of Subterfuge XI, Terminus Est[/table]
Class Features:
Weapon and Armor Proficiencies:
Spies are proficient with all simple and improvised weapons, and a number of light exotic and/or light martial weapons equal to 1 plus their Intelligence modifier (minimum 1). They are not proficient with any type of armor or shield.
Bonus Languages:
At the 1st class level, the Spy gains a bonus language of your choice.
At each class level beyond the first, the Spy gains an additional language of your choice.
Poison Use:
Spies are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison.
Agent of Subterfuge (Ex):
At the 1st class level, select a number of class skills equal to 3 + your INT mod in addition to Bluff, Disguise and Gather Information.
You gain a bonus to selected skills at the 1st class level equal to 1, plus 1 at the 2nd class level, and every other class level beyond the 2nd. Furthermore, as these skills become an object of intense study, and rigorous, methodical discipline, you may add your Intelligence modifier to them (this only applies for skills that do not feature Intelligence as their key ability). Lastly, you may once reroll any natural 1s rolled when attempting to use these skills.
You may swap any number of these selected skills for an equivalent number of different skills from your class skill list upon gaining a class level. Bonuses derived from this ability apply only to currently selected skills.
Sneak Attack (Ex):
If a Spy can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The Spy’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spy flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Spy levels thereafter. Should the Spy score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Spy can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Spy can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Spy must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Spy cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding (Ex):
Spies can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Spies can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Spy who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Practiced Assassin (Ex):
Starting at the 1st class level, the Spy adds his Intelligence modifier (if positive, up to a maximum equal to his class level) and half his class levels to the attack and damage rolls of his Sneak Attacks.
Starting at the 3rd class level, the Spy adds his Intelligence modifier (if positive, up to a maximum equal to his class level) and one fourth of his class levels to the save DCs of all poisons he crafts.
Starting at the 6th class level, the Spy adds half his Intelligence modifier (if positive) and one fifth of his class levels to the damage, ability damage and drain inflicted by poisons he crafts, and the Spy may apply poison to an object, or area up to 5 square feet as a Swift Action.
Improved Disguise (Ex):
At the 2nd class level, you gain the Improved Disguise feat even if you don't meet the prerequisites. You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time.
Trackless Step (Ex):
Starting at the 2nd class level, the Spy cannot be tracked. He can choose to leave a trail if desired.
Trap Sense (Ex):
At 3rd level, a Spy gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the spy reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Mental Conditioning (Ex):
Starting at the 4th class level, the Spy gains a bonus to all saves and checks made versus Mind-Affecting (including fear, torture and intimidation effects) and Divination spells, abilities and effects (including Spot and Intelligence checks made to notice scrying sensors) equal to his Intelligence modifier (if positive), + 1 for every two class levels.
When successfully saving against a Mind-Affecting effect, the Spy may pretend to be influenced or compromised by it with a successful opposed Bluff or Perform(Acting) check against the Sense Motive skill of that effect's user. For effects that establish any sort of telepathic connection, the Spy may relay whatever thoughts he wishes to the user of those effects; all other thoughts the user is not privy to.
Further, when targeted by a spell, ability or effect that detects or reveals the Spy's alignment, he is entitled to a Will save against it equal to the effect's DC (calculate the DC of effects without a save as normal). If the Spy succeeds on this opposed save, he always detects as an alignment of his choice, or none at all for the user of that effect. If the user of an effect thwarted in this way later attempts to use another alignment detecting effect with a higher DC, the Spy must make another Will save to maintain his deception.
Greater Disguise (Ex):
Starting at the 5th class level, you gain a +5 circumstance bonus on all Disguise checks versus those unfamiliar with the creature you are impersonating. The penalties to Disguise checks for changing your apparent height and weight are reduced by half (round down). You can create a disguise in half the normal time. You can don a disguise in a quarter of the normal time. These benefits are addition to those afforded by the Improved Disguise feat. Benefits related to circumstance bonuses, and time required to don and create a disguise do not stack with other Spy abilities or the Improved Disguise feat.
Air of Mystique (Su):
Starting at the 5th class level, the Spy's auras and that of any of his carried equipment are obfuscated as if affected by a continuous Nystul's Magic Aura (http://www.d20srd.org/srd/spells/magicAura.htm) spell, although it also applies to the Spy, and can conceal or fabricate alignment based auras as well. The DC is equal to 10 + the Spy's Intelligence modifier + half the Spy's class levels. The effective caster level is equal to the Spy's class level. If dispelled, the Spy may resume the effect as a Free Action.
Shadow of Doubt (Ex):
Starting at the 7th class level, the Spy is automatically entitled to Search, Listen and Spot checks to notice disguised, invisible, hidden and/or polymorphed creatures, counterfeited documents, secret, invisible and/or hidden doors, traps, passages, objects and the like when he comes within a number of feet of them equal to 5 feet, plus 5 feet per 3 class levels beyond the 7th.
Further the Spy automatically performs a Hunch check (see the Sense Motive skill) when interacting with anyone with a bonus equal to his class level.
Lastly, the Spy may now also apply his save bonuses from Mental Conditioning to illusory spells and effects.
Superior Disguise (Ex):
Starting at the 8th class level, the Spy gains a +10 circumstance bonus on all Disguise checks versus those unfamiliar with the creature he is impersonating. You can create a disguise in a quarter of the normal time. You can now don a disguise as a full round action (This provokes an attack of opportunity). You can adjust your apparent height and/or weight by up to 25% without incurring a penalty. These benefits are addition to those afforded by the Greater Disguise ability. Benefits related to circumstance bonuses, and time required to don and create a disguise do not stack with other Spy abilities or the Improved Disguise feat.
Veil of Deceit (Ex):
Beginning at the 8th class level, if the Spy succeeds on a Will save against a Divination effect, he becomes aware of the true identity (including appearance) and location of the creature attempting to use the effect on him, and may have that Divination effect instead target another creature he knows. This designated creature interacts with the effect as usual, and is entitled to the typical saves and resistances.
Impenetrable Mind (Ex):
Starting at the 9th class level, if the Spy is affected by a Mind-Affecting or Divination 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.
Hide In Plain Sight (Ex): At the 9th class level or higher, a Spy can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, concealment or crowd, a Spy can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Master of Subterfuge (Ex):
Starting at the 10th class level, skills enhanced by Agent of Subterfuge are improved even further. You may take a 10 on these skills even when distracted or under stress, and you cannot critically fail any skill check involving them. Further, the Spy is able to reroll any skill check of any skill enhanced by Master of Subterfuge, and accept the result of his choice. These rerolls stack with any other effect that permits a skill check reroll.
Starting at the 15th class level, skill checks that require a full round or less to complete can now be done one degree of time sooner. Consult the following table:
{table=head]Normal Action Duration:|New Action Duration:
Full Round Action|Standard Action
Standard Action|Move Action
Move Action|Swift Action
Swift Action|Free Action[/table]
Skill checks that require more than a Full Action to complete now take half the normal time to complete. For the purposes of this class feature, half of a Full Action is a Standard Action, half of a Standard Action is a Move Action, half of a Move Action is a Swift Action, and half of a Swift Action is a Free Action. This stacks with any other skill or effect that modifies the time required to utilize a skill.
Death Attack (Ex): Beginning at the 11th class level, if the Spy studies his victim for 3 rounds and then makes a Sneak Attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Spy’s choice). While studying the victim, the Spy can undertake other actions so long as his attention stays focused on the target and the target does not detect the Spy or recognize him as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the Spy's class level + the Spy’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Spy. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Spy has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the Spy does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Master of Disguise (Ex):
Starting at the 13th class level, the Spy gains a +20 circumstance bonus on all Disguise checks versus those unfamiliar with the creature he is impersonating. The Spy can now don a disguise as a Standard Action (This provokes attacks of opportunity), and create a disguise in a full round (This provokes attacks of opportunity). Though people intimately familiar with the creature you are impersonating remain suspicious, they receive no bonus to their Spot checks. You can adjust your apparent height and/or weight by up to 50% without incurring a penalty. These benefits are addition to those afforded by the Superior Disguise feat. Benefits related to time required to don and create a disguise provided by other Spy abilities overlap and do not stack.
Fade to Black (Ex):
Starting at the 14th class level, if the Spy reduces a creature to less than 0 hit points, or renders it otherwise helpless while hidden as a result of a Sneak Attack, he may immediately attempt to hide again as a Free Action at no penalty. If he succeeds at this hide attempt, the attack and the Spy go completely unnoticed. If that creature remains conscious, he is aware of the attack, but fails to notice the Spy himself if his hide attempt is successful.
Shroud of Secrecy (Su):
Starting at the 16th class level, the Spy gains the benefits of a continuous Mind Blank (http://www.d20srd.org/srd/spells/mindBlank.htm) effect. He may repeal and reinstate this effect when desired as a Free Action, and may do so in response to being targeted with a Divination or Mind-Affecting spell or effect.
While immune to Mind-Affecting effects, he may pretend to be influenced or compromised when subject to one with a successful opposed Bluff or Perform(Acting) check against the Sense Motive skill of that effect's user. For effects that establish any sort of telepathic connection, the Spy may relay whatever thoughts he wishes to the user of those effects; all other thoughts the user is not privy to.
While immune to Divination effects, if the Spy succeeds on a Will save against the usual DC of such an effect, he becomes aware of the true identity (including appearance) and location of the creature attempting to use the effect on him, and may have that Divination effect instead target another creature he knows. This designated creature interacts with the effect as usual, and is entitled to the typical saves and resistances.
Terminus Est (Ex): At the 20th class level, the Spy only requires 1 round of study to initiate a Death Attack. Furthermore, the Spy adds his full class level instead of half his class level to the DC of his Death Attacks.