Subject: Custom and New Classes
Master of Disguises
Master of Disguises[/size]
Master 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 master spy's natural inclination toward secrecy pushes her away from limelight. Note that a master spy among adventurers may not intend to betray them; armed heroes provide excellent cover for a master spy's true mission, whether or not they know the spy's intent. They are skilled at infiltration, theft 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 trained to expect the unexpected.
Class Requirements:
-
BAB: +5
-
Skills: Bluff 5, Disguise 5, Sense Motive 5.
Class Features:
-
Hit Die: 6
-
Base Attack Bonus: Medium.
-
High Saves: Reflex, Will.
-
Weapon Proficiencies: Masters of Disguises are proficient with simple weapons.
-
Armor Proficiencies: Masters of Disguises are proficient with light armor.
-
Skill Points: 6 + Int Modifier.
-
Class Skills: Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore: Arcana, Lore: Dungeoneering, Lore: Local, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.
-
Spells per Day/Spells Known: Masters of Disguises do not cast spells or grant spell progression for other classes.
-
Class Feats
1: Expert Disguiser
2:
3: Second Impression
4: Slippery Mind
5: Disguise Self (at will)
Abilities:
Expert Disguiser
Type of Feat: General
Prerequisites: Bluff 15, Second Impression
Specifics: You gain a +3 bonus on checks to detect or avoid detection of a disguise on account of your expertise.
Use: Automatic
Second Impression
Type of Feat: General
Prerequisites: Bluff 5
Specifics: If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check at a -5 penalty to convince him that he's mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.
Use: Automatic
Slippery Mind
Type of feat: Class
Prerequisite:
Required for: None
Specifics: A character with this feature can wriggle free from magical effects that would otherwise control or compel her. If the character is affected by an enchantment and fails her saving throw, she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
Use: Automatic
Disguise Self
Type of feat: Class
Prerequisite:
Required for: None
Specifics: You magically alter your appearance. The caster decides what to disguise and may at any time remove the disguise. Unlike regular disguises the Disguise Other spell creates an illusion which can be detected and dispelled. The detection DC for the disguise is the spell's save DC - 10, raised up to your total DC depending on the target's disguise skill.
Use: Selected