Spy (Archetype)
CR 3 humanoid
Senses: Perception 5, Standard Vision
Speed: Varies Skills: Deception 6, Insight 5, Intimidation 6, Persuasion 6, Sleight of Hand 5, Stealth 5, Linguistics 2, Poisons 2, Locks 5, Traps 3
Ability Scores: Str 10 (+1), Dex 15 (+3), Con 10 (+1), Int 12 (+6), Wis 14 (+3), Cha 16 (+8)
INIT: +2 CP: +2 HP: 12 (3d6) SA: -- DC: 16
AC: 14 Touch: 12 Flat-footed: 12 [+2 Armor, +2 Dodge]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Danger Sense (ex) - This creature gains advantage on checks made to avoid being surprised or to avoid the effects of unknown traps.
Master of Disguise (ex) - This creature gains advantage on deception checks made to diguise itself.
Swift Stealth (ex) - This creature can move at full speed while stealthed.
Face in the Crowd (ex) - While this creature is within 30 feet of at least 5 non-hostile creatures, perception and insight checks against it are made at disadvantage.
Convincing Liar (ex) - When this creature successfully makes a deception check to lie, creatures who repeat its lie may use the original deception check instead of their presuasion check, if better.
Attacks
- Melee - 1 x Dagger +4 (1d4 piercing/Dagger). Reach: 5 feet
Sneaky (Bonus)(ex) - This creature can either disengage or hide as a bonus action.
Dagger, a small black notebook written in cryptic code, 50 gp in a purse, and a disguise kit.
A nondescript young man in plain clothes who has been keenly trying to hide the fact that he's watching you from across the room