Spy

CREATURE 6

n medium human humanoid 

Perception +17

Languages Common

Skills Deception +15, Diplomacy +13, Intimidation +15, Local Court Lore +16, Society +12, Stealth +14, Thievery +12

Str +0 Dex +4 Con +1 Int +2 Wis +4 Cha +4

Items dagger (4), disguise kit, fine clothes, leather armor, +1 rapier, thieves' tools

Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.

AC  23; Fort +11, Ref +17, Will +14

HP 90

Speed 25 feet

Melee [>] rapier +16 (deadly 1d8, disarm, finesse, magical), Damage 1d6+7 piercing

Melee [>] dagger +14 (agile, thrown 10 feet, versatile s), Damage 1d4+6 piercing

Hidden Blade [>] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is flat-footed against the attack.

Sneak Attack The spy deals an extra 2d6 precision damage to flat-footed creatures.

Gamemastery Guide, page 208.

Open Spy in the interactive creatures list or browse all creatures starting with S.