Fortune Telling Collection - Free divination - The role characteristics of ace spy
The role characteristics of ace spy
Necessary conditions:
A character must meet the following requirements to qualify as an ace spy.
Bonus to basic attack: +5.
Skills: bluff level 5, information gathering level 5, code word level 5.
Specialty: skill concentration (bluffing)
Special: the character must have two of the following skills and reach level 5: negotiation, disguise, forgery and sense motive.
Vocational skills:
Assess (intelligence), balance (agility), bluff (charm), climb (strength), read manuscript (intelligence), negotiate (charm), disarm device (intelligence), disguise (charm), escape (agility), forge (intelligence), collect information (charm), hide (agility), hide. Divination (intelligence), searching (intelligence), reading words and observing colors (perception), language (none), reconnaissance (perception), swimming (strength), tumbling (agility), using magic items (charm), and using rope skills (agility).
& lt please refer to the detailed skill description in chapter 4 of PHB >
Skill points per level: 8+ intelligence correction.
The level of the benchmark fort will be
Grade attack reward save save special.
1 st +0 +0 +2 +2 cover identity, require rank, sneak attack+1 d6.
Level required by the second +l +0 +3 +3, undetectable alignment.
Third, +2+ 1+3+3 changes rapidly, requiring grades and strange evasion (agile plus AC)
No.4 +3+1 +4 +4 cover identity, required level, sneak attack +2d6.
No.5 +3+1 +4 +4 needs grades, a slippery mind, and a little divination.
The 6th+4+2+5+5 level is required, and it is strange to dodge (can't be attacked).
No.7 +5 +2 +5 +5 cover identity, require rank, sneak attack +3d6.
8+6+2+6+6 deep coverage, hear subharmonic, ask for rank.
No.9 +6 +3 +6 +6 detection damper, reflecting body language, requiring grade.
10th +7 +3 +7 +7 is blank-headed and needs a rank.
Occupational characteristics:
Proficiency in weapons and armor: Ace spies can skillfully use simple and military weapons.
Skilled in using light and medium armor.
Cover identity: Ace spies want their profession to be unknown, so they usually pretend to be vagrants, rangers or other professions. The identity used to cover up can not only reduce the suspicion of peers, but also paralyze opponents. At the 1 checkpoint, the ace spy created his first detail to cover up his identity (such as Murek, a tailor from Sumberton). When using this identity to act, he can get a +4 forgery verification environment reward and a +2 deception information collection spy environment reward. At levels 4 and 7, the ace spy gained a new identity, which is the same as the first one. If he wants to give up a mask doppelganger and use a new one, he must spend a week practicing his voice, tone and body language strictly to get those rewards. Concealing one's identity cannot provide ace spies with the skills, proficiency and expertise of this profession, but the required level (see below) can provide skills in the selected field. Ace spies must carefully choose to cover up their identity in order to withstand strict investigation.
Level required: When an ace spy pretends to be another profession, he must know what he is going to do. Therefore, each ace spy must spend at least two skill points on the craft, expertise or knowledge related to one of his chosen identities. Usually the highest level restrictions still apply to these skills.
Stealth attack: If the ace spy doesn't get the stealth attack skill, he will get it at 1 The initial damage is 1D6, and it becomes 2D6 and 3D6 when the grades are 4 and 7 respectively. If you learned sneak attack skills in your previous career, these injuries will be superimposed.
Invisible alignment (special ability): At level 2, because the identities and agendas of ace spies are intertwined, it is impossible to know their camp in any form. This skill has the same effect as the undetectable camp spell, except that the effect of this skill has always existed. This effect only confuses the prophecy, but compared with the spells of a specific camp, such as protecting evil spirits and holy hammering, it still has a normal influence on ace spies.
Rapid change (special ability): at level 3, ace spies are proficient in quickly changing from one identity to another. He can put on camouflage in one tenth of the usual time (1d3min), and put on or take off armor in half the usual time.
Weird evasion (special ability): at level 3, if the ace spy doesn't dodge strangely, he will get it. With the increase of liquid level, more advantages can be obtained (see table). If other classes with 1 or above acquire this skill, the level of other classes will be superimposed with the level of ace spy to determine the effect of weird evasion, but the effect of weird evasion depends on the class that originally acquired this skill. For example, if a rogue becomes an ace spy, you need to refer to the rogue chapter 3- 15 in PHB to determine the strange evasion effect under the new combination level.
Gliding Mind (Special Ability): At level 5, if the ace spy has not yet acquired the flexible mind skills (PHB Chapter 3 Thief Part), he will get them.
Point Divination (special ability): At level 5, the ace spy can perceive the magical effects caused by the arcane eye, divination through a crystal ball or similar abilities through a successful reconnaissance check (DC20).
Deep cover (special ability): At level 8, the ace spy can calm down at will and devote himself wholeheartedly to his cover-up. When he is in a state of mental concealment, the detection spell can detect the information he concealed, but can't get any information about the ace spy.
Heart subharmony: At level 8, the ace spy can know his true purpose by listening carefully to the subtle changes in the other person's voice. His ears were trained so well that he won a +3 insight award in the test of observing words and feelings.
Detection Damper (Supernatural Ability): At level 9, the ace spy can subconsciously cause some interference to the detection of magic spells. All magic items he holds, carries or wears will be two levels weaker than usual, for example, the strong ones will become weaker, and the weak (weak) or dim ones will not be detected at all.
Reactive body language (unique ability): At level 9, the ace spy learns the silent language of subconscious body movements. By imitating the body language of the people he interacts with, he can get a +2 insight reward for deception and camouflage verification.
Mind blank (spell-like ability): At level 10, the ace spy can be immune to all spells and prophecies that affect his will by strictly suppressing his will. Using blank thinking is a standard action, and the daily use frequency is 3+ intelligence adjustment value. This skill is equivalent to the mind blank spell used by 15 warlocks, except that this skill only affects the ace spy himself and lasts for 10 minutes.
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