Spy
Level 6Creature· humanMediumRemaster
AC
23
HP
90
Speed
25 ft.
Perception
+14
Fort
+12
Ref
+16
Will
+14
Languages common
Skills deception +16, stealth +16, acrobatics +14, diplomacy +14, intimidation +14, society +14, thievery +14
Recall Knowledge DC 22 (society)
Attacks
Melee Rapier +17 (deadly-d8, disarm, finesse, magical), Damage 1d6+7 piercing
Melee Dagger +16 (agile, finesse, versatile-s), Damage 1d4+7 piercing
Melee Dagger +16 (agile, thrown 10 ft., versatile-s), Damage 1d4+7 piercing
Melee Fist +16 (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoning
Abilities
Noble's Allyinteraction
The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to or to among the nobles of that court.
Hidden Blade◆
Frequency once per round
Effect The spy draws a weapon and then Strikes with it. The target of the strike is Off-Guard against the attack.
Sneak Attack
The spy deals an extra 2d6 precision damage to Off-Guard creatures.
Any number of nobles could be spies—a beloved confidante of the queen or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information.
The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.