Spy

Level 6
Creature· humanMediumRemaster
AC 23
HP 90
Speed 25 ft.
Fort +12
Ref +16
Will +14
Perc +14
Size Medium
Common
Languages common
Skills deception +16, stealth +16, acrobatics +14, diplomacy +14, intimidation +14, society +14, thievery +14
Recall Knowledge society DC 22

Attacks

Melee Rapier +17/+12/+7(deadly d8, disarm, finesse, magical)
Damage: 1d6+7 piercing
Melee Dagger +16/+12/+8(agile, finesse, versatile S)
Damage: 1d4+7 piercing
Melee Dagger +16/+12/+8(agile, thrown 10 ft., versatile S)
Damage: 1d4+7 piercing
Melee Fist +16/+12/+8(agile, finesse, nonlethal, unarmed)
Damage: 1d4+7 bludgeoning

Abilities

Noble's Allyinteraction

The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather information or to Make an impression among the nobles of that court.

Hidden Bladeoffensive

Frequency once per round Effect The spy draws a weapon and then Strikes with it. The target of the strike is Off-Guard against the attack.

Sneak Attackoffensive

The spy deals an extra 2d6 precision damage to Off-Guard creatures.

Description

Any number of nobles could be spies—a beloved confidante of the queen or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.