The Spy

Credits

Author:Fraser Ronald
Publisher: Sword’s Edge Publishing

Open Game Content

Requirements

To qualify to become an Spy, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Hide 6, Move Silently 6.

Class Information

Hit Die: 1d8

Class Skills
The Spy's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography and history, local, nobility and royalty, streetwise) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Read/Write Language (None), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Treat Injury (Wis) and Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier.

Action Points: 6 + one-half character level, rounded down, every time the Spy attains a new level in this class.

Table: The Spy

Level Attack Fort Ref Will Special Def Rep
1st +0 +0 +2 +0 Talent +1 +1
2nd +1 +0 +3 +0 Bonus feat +2 +1
3rd +1 +1 +3 +1 Talent +2 +1
4th +2 +1 +4 +1 Bonus feat +3 +2
5th +2 +1 +4 +1 Talent +4 +2
6th +3 +2 +5 +2 Bonus feat +4 +2
7th +3 +2 +5 +2 Talent +5 +3
8th +4 +2 +6 +2 Bonus feat +6 +3
9th +4 +3 +6 +3 Talent +6 +3
10th +5 +3 +7 +3 Bonus feat +7 +4

Class Features

The following features pertain to the Spy advanced class.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Spy selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the Spy qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


Eyes Open Talent Tree
The Spy can sniff out secrets no matter where they might hide. Either through keen senses or sheer cunning, the Spy ferrets out information.

Skill Mastery: The Spy selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Spy may take 10 even if stress and distractions would normally prevent him or her from doing so.

Sweep: The Spy knows how to size up an area and get the lay of the land in a single sweep of her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Spy (but not behind her). The Spy can use this bonus at the start of an encounter.

Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.

Improved Sweep: The Spy's ability to get the lay of the land improves. Now the Spy not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger's strength compared to the Spy: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).

Prerequisite: Sweep


In The Corner Talent Tree
The Spy prefers subterfuge over strength, but this does not mean the Spy is toothless. If flight is impossible, the Spy will turn and bare her fangs.

Evasion : If the Spy is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spy suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.

If the Spy already has Evasion, this talent counts as Improved Evasion. If the Spy is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spy suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor.

Extreme Luck: Whenever the Spy spends 1 action point to improve the result of a die roll, she rolls an additional 1d6. The Spy can then select the highest die roll to add to his or her d20 roll.

Prerequisite: Evasion.

Improvised Implements: The Spy no longer takes a -4 penalty when wielding an improvised weapon. Also, the Spy is able to make do without proper equipment in certain circumstances: the Spy no longer takes a -4 penalty when using the Climb and Disable Device skills without the proper tools.

Improvised Weapon Damage: The Spy's attacks with improvised weapons deal more damage. The Spy treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

Prerequisite: Improvised Implements.


Unseen Talent Tree
The Spy moves like a ghost, a mist on the breeze. A shadow of fear, the Spy can cloak her thoughts as well as her movements.

A Pebble: The Spy can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Conceal Motive: The Spy gets to add a bonus equal to her Spy level whenever she opposes a Sense Motive check.

Hide in Plain Sight: While in any sort of natural terrain, The Spy can use the Hide skill even while being observed.

Prerequisite: Camouflage, Without A Trace

Without a Trace: When the Spy uses any of the following skills: Balance, Climb, Escape Artist, Hide, Move Silently, Open Lock, and Sleight of Hand, those using Listen, Search, or Spot to detect the Spy's activity take a -4 penalty.

Bonus Feats: At 2nd, 4th, 6th, 8th and 10th level, the Spy gets a bonus feat. The bonus feat must be selected from the following list, and the Spy must meet all the prerequisites of the feat to select it.

Acrobatic, Agile, Alertness, Armor Proficiency (light), Attentive, Brawl, Blind-fight, Cautious, Combat Expertise, Confident, Deceitful, Deceptive, Defensive Unarmed Combat, Dodge, Elusive Target, Frightful Presence, Guide, Improved Brawl, Improved Feint, Improved Initiative, Improved Trip, Investigator, Iron Will, Knockout Punch, Lightning Reflexes, Low Profile, Meticulous, Mobility, Nimble Fingers, Persuasive, Renown, Run, Sidestep, Stealthy, Streetfighting, Track, Trustworthy, Unarmed Throw, Weapon Finesse.

Rules Variants for the Spy advanced class

The Spy advanced class includes some rules variants from modern d20 that may help to enliven a pre-industrial campaign. Class features of the Spy use both improvised implements and action points.

Improvised Weapons
Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.

A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, martial, or exotic, so weapon proficiency feats cannot offset the –4 penalty.

Table: Improvised Weapon Damage by Size

Object Size Examples Damage
Diminutive Bell, scroll case. 1
Tiny Common lamp, fist-sized rock, mug/tankard. 1d2
Small Bottle, jug, pitcher, helmet, hooded lantern. 1d3
Medium-size Block & tackle, chair, manacles. 1d4
Large Crowbar, iron pot, spade or shovel. 1d6
Huge 10-foot ladder, barrel, chest. 1d8
Gargantuan Portable ram, setee, wardrobe. 2d6
Colossal Carriage, cart, sled, wagon. 2d8

A character can effectively wield or throw an object of her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 feet.

Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.

Action Points
Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. A character can spend 1 action point to do one of these things:

  • Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
  • Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.

When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made―but only before the GM reveals the result of that roll (whether the attack or check or saving throw suc¬ceeded or failed). A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.

When a character spends 1 action point to use a class feature, she gains the benefit of the feature but doesn’t roll a d6. In this case, the action point is not a bonus to a d20 roll.

A character can only spend 1 action point in a round. If a character spends a point to use a class feature, she can’t spend another one in the same round to improve a die roll, and vice versa.

Depending on the hero’s character level (see the table below), she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.

Table: Action Dice

Character Level Action Point Dice Rolled
1st–7th 1d6
8th–14th 2d6
15th–20th 3d6

The Fantasy d20 Spy

The mechanics for fantasy d20 are different in many respects from the modern d20 mechanics. The following presents the Spy advanced class in a format that can be used in a standard fantasy d20 campaign.

Requirements

To qualify to become an Spy, a character must fulfill the following criteria.
Base Attack Bonus : +2.
Skills : Hide 6, Move Silently 6.

Class Information

Hit Die: 1d6

Class Skills
The Spy's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Fantasy d20 Spy

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sweep
2nd +1 +0 +3 +0 Bonus Feat
3rd +2 +1 +3 +1 Evasion
4th +3 +1 +4 +1 Bonus Feat
5th +3 +1 +4 +1 A Pebble
6th +4 +2 +5 +2 Bonus Feat
7th +5 +2 +5 +2 Without A Trace
8th +6/+1 +2 +6 +2 Bonus Feat
9th +6/+1 +3 +6 +3 Hide in Plain Sight
10th +7/+2 +3 +7 +3 Bonus Feat

Class Features

The following features pertain to the fantasy d20 Spy.

Weapon and Armor Proficiency: A Spy is proficient with all simple weapons.

Sweep: This class feature is the same as the talent above.

Bonus Feats: At 2nd, 4th, 6th, 8th and 10th level, the Spy gets a bonus feat. The bonus feat must be selected from the following list, and the Spy must meet all the prerequisites of the feat to select it.

Acrobatic, Agile, Alertness, Armor Proficiency (light), Blind-fight, Combat Expertise, Deceitful, Deft Hands, Dodge, Greater Two-Weapon Fighting, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Investigator, Iron Will, Lightning Reflexes, Martial Weapon Proficiency, Mobility, Nimble Fingers, Persuasive, Quick Draw, Run, Self-Sufficient, Skill Focus, Spring Attack, Stealthy, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse.

Evasion: This class feature is the same as the talent above.

A Pebble: This class feature is the same as the talent above.

Without A Trace: This class feature is the same as the talent above.

Hide in Plain Sight: This class feature is the same as the talent above.

License for this entry

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15. COPYRIGHT NOTICE

Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Modern Principles Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
Gunpowder Plots Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Mercenary Advanced Class Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Man-At-Arms Advanced Class Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Spy Advanced Class Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald
The Spy Advanced Class OGC Copyright 2006 Sword’s Edge Publishing; Author Fraser Ronald

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