Spy In any campaign there is bound to be intrigue, conspiracies, and insidious plots. Uncovering these secrets is the job of the spy. As the scout crosses enemy lines and infiltrates dangerous wilderness areas to learn vital information, so does the spy wend his way through all levels of society. He attends parties or sits in smoky taverns, drinking, dancing, or gambling—all the while noting who is speaking to whom, what is being discussed, (and what isn’t being discussed), who’s present and who’s absent, and what are the latest rumors and gossip. Spies often choose to become adventurers, as that profession is the perfect cover. Few think twice when a new group of heroes comes into town. In most campaigns, adventurers are just accepted—if not granted a few favors in case their unique talents are ever needed. This allows spies to go almost anywhere without arising suspicion.

If this kit is chosen, the player should discuss with the DM exactly who the spy is supposed to be spying on, and who the spy’s employer is. It is possible that the spy is between missions, or is seeking additional income as an adventurer. Spies tend to be educated and versatile. Roll 2d6 to determine the social rank of a spy character.


2d6 roll
Rank

2–4
Lower Middle Class

5–12
Upper Middle Class

Requirements: Spies must be able to think on their feet and smoothly talk their way out of situations in which their cover may be blown. Therefore, all spies must have minimum Intelligence/Reason and Charisma/Appearance scores of 13. The spy kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three), and thri-kreen. The kit is open to all classes.

Weapon proficiencies: Spies are only limited in weapon choice by their adventuring class. However, depending on their cover identity, spies may be limited in the weapons they carry. For example, a spy impersonating a wizard cannot bring his favorite bastard sword along as part of the disguise. Many spies prefer small, easily concealed, or easily disguised weapons (a walking cane can double as a club or hide a thin blade). This lets spies defend themselves if they are discovered. Such weapons include: club, dagger, knife, and darts. If the campaign involves much courtly intrigue, “ceremonial” weapons such as various swords also qualify.

Recommended nonweapon proficiencies: Disguise, forgery, dancing, etiquette, heraldry, riding, local history, modern languages, herbalism, reading/writing, appraising, gaming, musical instrument, reading lips, spellcraft.

Equipment: The spy’s cover identity may dictate what equipment he can carry without appearing incongruous.

Recommended traits: Alertness, empathy, glibness, impersonation, light sleeper, lucky, music (any), precise memory.

Benefits: Because of the spy’s suave charm, he receives a +2 bonus for all NPCs’ reaction rolls.

Hindrances: The foremost problem with being a spy is that if his cover identity is blown and he is captured, the penalty is often death. It is also possible that old foes may later determine the spy’s true identity and seek revenge against him.

Wealth: Standard for the character’s class.

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