The Spymaster

Hit Die: D6

Skill points /level: Intelligence +5

Requirements:

Intelligence: 16+

Alignment: Neutral or evil.

Move Silently: 8 ranks

Hide: 8 ranks

Disguise: 5 ranks

Bluff: 5 ranks

Sense Motive: 5 ranks

Diplomacy: 5 ranks

Class Skills:

The Spymasters class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

 

------Spells per Day-----

1st 2nd 3rd 4th

1st

+0

+0

+2

+0

Sneak Attack +1d6, Canny defense.

0

--

--

--

2nd

+1

+0

+3

+0

Weapon focus, Evasion, Secret knowledge.

1

--

--

--

3rd

+2

+1

+3

+1

Sneak Attack +2d6.

1

0

--

--

4th

+3

+1

+4

+1

Enhanced mobility.

1

1

--

--

5th

+3

+1

+4

+1

Sneak Attack +3d6, Uncanny dodge(as rogue 3rd ).

1

1

0

--

6th

+4

+2

+5

+2

 

1

1

1

--

7th

+5

+2

+5

+2

Sneak Attack +4d6.

2

1

1

0

8th

+6

+2

+6

+2

Grace.

2

1

1

1

9th

+6

+3

+6

+3

Sneak Attack +5d6.

2

2

1

1

10th

+7

+3

+7

+3

Uncanny dodge(as rogue 6th ).

2

2

2

1

 

Class Features:

 

New Weapons:

Weapon

Type

Cost

Damage

Critical

Range Increment

Weight

Type

Blowgun

Small Exotic

10gp

1

19-20/x2

10

1/2

P

Darts

Tiny Simple

1cp

--

--

--

--

--

Garrote Wire

Tiny Exotic

---

1d10/rnd*

--

--

--

B

Blowgun (Darts): This weapon is a small hallowed out tube in which you may blow through to propel a 6in small dart up to five range increments away (50 ft.) This weapon requires the use of two hands and loading provokes an attack of opportunity. The darts may be coated with poison to act as long-range delivery.

Garrote Wire: Only effective as a sneak attack. Armor is ignored for this attack (unless there is specifically something to guard the neck which many armors have). If the attack is successful it deals 1d10 points of subduel damage per round. Treat the attack as a grapple with the user of the wire having a +4 on his attack role. If the victim is knocked out, further use of the Garrote Wire does regular damage at a rate of 2d10 per round until the victim is dead.