Spy
CREATURE 6Any 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.
+14
Common
Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
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 +12, Ref +16, Will +14
HP 90
25 feet
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, versatile s), Damage 1d4+7 piercing
Melee Fist +16 (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoning
Hidden Blade
Sneak Attack
The spy deals an extra 2d6 precision damage to Off-Guard creatures.
Pathfinder NPC CoreORC