star wars the old republic d20 role play, what is your character's story?
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Pax Holocron
Pax Holocron

Posts : 904
Experience : 1128
Join date : 2016-12-07

Character Sheet
Health Points:
SPY Left_bar_bleue100/100SPY Empty_bar_bleue  (100/100)
Shield Points:
SPY Left_bar_bleue75/100SPY Empty_bar_bleue  (75/100)
Armor Percentage:
SPY Left_bar_bleue50/100SPY Empty_bar_bleue  (50/100)

SPY Empty
PostSubject: SPY   SPY EmptyFri 30 Jun - 5:39



A spy was an individual who engaged in clandestine observation or acquisition of sensitive intelligence regarding a person or organization or other target of interest, usually for political, military or financial benefit. Spies rarely work with others unless they are under cover. The special skills that serve them so well in the field ironically make them exceptional leaders, but a Spy's natural inclination toward secrecy pushes her away from the limelight. Note that a spy among adventurers may not intend to betray them; armed heroes provide excellent cover for a spy's true mission, whether or not they know the spy's intent. They are skilled at infiltration, stealing, and assassination, and thus often must go undercover to avoid their identity being revealed. The spy can contribute utility, scouting, and/or fighting prowess to a party. They are extremely versatile, and are trained to expect the unexpected.

Scoundrels are the most common class to become spies, as their skills coincide and they synergize with sneak attack, but soldier or tech expert may become spies as well. Jedi and Sith can become excellent spies, adding a dash of utility with their Force Powers. Many aspire to become spies, and most cities are teeming with mediocre spies. However, the good spies are quite uncommon, and often charge a small fortune for their work. Most employers would agree that the price, though monumental, is worth it.


BAB: +3
Feat: 3 Ranks in Flank
Skill base rank: Stealth 8, Persuade 8


Hit Points Per Level: 5
Base Attack Bonus: Medium
High Saves: Reflex
Weapon Proficiency: Pistol, Shotgun, Short Sword, Long Sword, Sniper
Armor Proficiency: Light Armor
Force Points Progression: None
Feat Points Progression: Medium
Tech Points Progression: Medium
Skill Points: 4 per level
Class Skills: Aim, Apprise, Awareness, Computers, Demolitions, Medicine, Persuade, Piloting, Stealth, Survival, Xenology


Level 1: Sneak Attack 1d6 Tech+1, Reflex+1, Art of Deception Rank 1
Level 2: Feat+1, BAB+1 Reflex+1
Level 3: Sneak Attack 2d6 Reflex+1, Art of Deception Rank 2
Level 4: Tech+1, BAB+1, Reflex+1
Level 5: Sneak Attack 3d6, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Art of Deception Rank 3
Level 6: Feat+1, Reflex+1
Level 7: Sneak Attack 4d6, BAB+1, Reflex+1, Art of Deception Rank 4
Level 8: Tech+1, Reflex+1
Level 9: Sneak Attack 5d6 Feat+1, BAB+1, Reflex+1, Art of Deception Rank 5
Level 10: Spy Evolution Rank 1, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1

ART of DECEPTION - At level 1, 3, 5, 7, 9, Spy gains Art of Deception training. This is Spy's specific training and can be learned and improved only by Spy levels

Rank 1: Combat Stealth
As a full round action, the Spy my enter stealth mode even while observed. Spy can make his natural movement speed during Combat Stealth, usually 3 squares. Upon using Combat Stealth, your turn ends. Spy must wear belt with stealth generator.

Rank 2: Double Agent
When an enemy you can see targets one of its allies with a buff power, a buff ability or a heal, you can choose to gain the benefit of that buff/heal as if you were one of its allies as well.

Rank 3: Flank Expert
When making a flank attack, you no longer suffer penalty to sneak attack damage.

Rank 4: Deceptive
Spy adds its Class Level as a bonus to Persuade (Bluff) rolls.
Evolution A: Use Bluff in place of Reflex as a counter to swamp place with a target. Attack aimed at you will hit the target instead that will be on your square, while you will be on target's former square.
Evolution B: Stealth persists even after first hostile action is made.

Rank 5: Poison Sneak Attack
The spy's sneak attack applies a deadly poison that deals poison damage. The duration of poison damage is number of rounds equal to half sneak attack rolls (ie if you have sneak attack 8d6, it is 4 rounds). Each round ticks poison damage equal to intelligence modifier of the spy. Poison sneak attack does not stack with itself, and its duration cannot be refreshed.
Evolution A: Sneak Attack gains +1 Critical Chance
Evolution B: Sneak Attack gains +1 Critical Multiplier
Evolution C: Stealth Skill +5

Spy  Evolution - At level 10 Spy is strong enough to evolve into a new stage. At that level Spy can select one of the 3 evolution perks. Spy can select only one evolution perk.

(PERK A) EXPOSE WEAKNESS: When spy delivers a sneak attack against a target, all allies of the spy gain sneak attack and flank feats that Spy has for 1 round. This bonus can be applied only on the same target that Spy sneak attacked. It is how the Spy exposes weakness of enemy to his allies.

(PERK B) SPY SNEAK ATTACK: Sneak attack deals +50% damage. Spy can now sneak attack even targets that are naturally immune to sneak attack such are plants, droids, undead and incorporeal. In this case sneak attack does not gain +50% damage, but loses 50% sneak attack damage instead. Additionally, Spy cannot be flanked and gains immunity to sneak attacks.

(PERK C) SPY SPEED: When Spy delivers a critical hit, he/she automatically gains another same attack in that turn, which gains +1 to critical chance and +1 to critical multiplier. If this second attack connects with a critical hit, Spy gains another same attack in that turn, with additional +1 to critical chance and +1 critical multiplier and after this attack ends, Spy's turn ends as well.
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