Planescape Campaign
Revolutionary League Prestige Class

The Spymaster

  • While all members of the Revolutionary League long to pull down the factions and other examples of the corrupt power structure, most try to do so from the outside. The elite among the faction know that the best way to truly destroy something is from the inside. The spymaster seeks to infiltrate the power structure in order to learn its secrets. Once done, the information can be used to help other Anarchists succeed in the revolution or the spymaster might just take control of things and subtly bring them crashing down himself.
  • To qualify to become a spymaster, a character must fulfill all the following criteria:
  • Base Attack Bonus: +5 or higher.
  • Feats: Skill Focus (Bluff).
  • Skills: Bluff 5 ranks, Gather Information 5 ranks. Also she must have 5 ranks in each of two of the following skills - Diplomacy, Disguise, Forgery, or Sense Motive.
  • Special: Must be a member of the Revolutionary League.
  • Class Level
    BAB
    Fort Save
    Ref Save
    Will Save
    Special, Spells per day
    1
    +0
    +0
    +2
    +2
    Cover identity, sneak attack +1d6, required ranks
    2
    +1
    +0
    +3
    +3
    Aura Alteration
    3
    +2
    +1
    +3
    +3
    Quick change, uncanny dodge (AC)
    4
    +3
    +1
    +4
    +4
    Cover identity, sneak attack +2d6
    5
    +3
    +1
    +4
    +4
    Slippery mind, spot scrying
    6
    +4
    +2
    +5
    +5
    Uncanny dodge (can't be flanked)
    7
    +5
    +2
    +5
    +5
    Cover identity, sneak attack +3d6
    8
    +6
    +2
    +6
    +6
    Deep cover, hear sub-harmonics
    9
    +6
    +3
    +6
    +6
    Detection damper, reactive body language
    10
    +7
    +3
    +7
    +7
    Mind blank

  • The following skills are considered class skills for a Spymaster:
  • Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Sleight of Hand (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
  • Skill Points at Each Level: 9 + Intelligence Bonus.
  • All of the following are features of the Spymaster prestige class:
  • Hit Die: d8
  • Weapon and Armor Proficiency: A spymaster is proficient with all light and medium armor and with all simple and martial weapons.
  • Cover Identity: A typical spymaster wishes to keep his true profession secret, so she pretends to be a simple rogue, ranger, or the like. In addition to allying his companions' suspicions, maintaining a cover identity also leads opponents to underestimate the spymaster until it is too late. At 1st level, a spymaster establishes one specific cover identity (such as Murek the tailor from Sumberton). While operating in that identity, he gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. At 4th and 7th levels, the spymaster can maintain one additional cover identity that provides the same circumstance bonuses as the first. Should a spymaster wish to 'retire' a cover identity and develop a new one, he must spend one week rigorously practicing subtle vocal intonations and body language before he earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the professions pretended, though required ranks (see below) can bolster skills in the chosen areas. However, the spymaster must be careful to choose identities that can withstand regular scrutiny.
  • Required ranks: A spymaster makes it a point to know what he's doing while he's pretending to be someone else. At every spymaster level, he must spend at least three skill points on a Craft, Profession, or Knowledge skill relating to one of his chosen cover identities. The usual maximum rank limit still applies to these skills.
  • Sneak attack: As normal.
  • Aura Alteration (Ex): The web of different identities and agendas inside the spymaster's mind makes it impossible to detect his alignment via any form of divination once he reaches 2nd level. This is an always active ability, and makes the reader see any alignment the spymaster wants to show. The spymaster could choose to show any of it's cover identities alignments or it's own. Only divinations are confused; spells that function only against certain alignments, such as protection from evil or holy smite, affect the spymaster normally.
  • Quick Change (Ex): The spymaster gains the use of this faction feat (see above) if he does not already possess it.
  • Uncanny dodge (Ex): As normal.
  • Slippery mind (Ex): At 5th level, the spymaster gains the slippery mind ability (see the Rogue section of the PHB) if he does not already have it.
  • Spot Scrying (Ex): Also at 5th level, the spymaster notices the magical sensor created by arcane eye, scrying, a crystal ball, or the like with a successful Spot check (DC20), assuming he failed his related Will save.
  • Deep cover (Ex): At 8th level, the spymaster can quiet his mind and completely immerse himself in his cover identity at will. While he is in deep cover, divination spells detect only information appropriate for his cover identity; they reveal nothing relating to his spymaster persona.
  • Hear sub-harmonics (Ex): Also at 8th level, the spymaster can determine the true motives of others by listening carefully to subtle inflections of their voices. His ears are so well trained that he gains a +3 insight bonus on Sense Motive checks.
  • Detection damper (Su): At 9th level, the spymaster can subconsciously create interference that hampers detect magic spells. The aura strengths for all active spells and magic items he holds, carries, or wears register as two categories weaker than they normally would. For example, a strong aura becomes faint, and faint or dim auras become undetectable.
  • Reactive body language (Ex): Also at 9th level, the spymaster learns the silent language of subconscious body movements. By mimicking the body language of those with whom he interacts, he gains a +2 insight bonus on Bluff and Disguise checks.
  • Mind blank (Sp): At 10th level, the spymaster can become immune to all mind-affecting spells and divinations by rigorously silencing his mind. Using mind blank is a standard action, and the spymaster can do it a number of times per day equal to 3 + his Intelligence modifier. This ability works exactly like a mind blank spell cast by a 15th-level sorcerer, except that it affects the spymaster only and its duration is 10 minutes.



  •      Melroch Eitheldor @ 2003 1 1