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Master Spy

Master Spy CR 18

Source NPC Codex pg. 42
XP 153,600
Human bard 19
LE Medium humanoid (human)
Init +7; Senses Perception +13

Defense

AC 24, touch 17, flat-footed 20 (+7 armor, +3 deflection, +3 Dex, +1 dodge)
hp 137 (19d8+48)
Fort +13, Ref +17, Will +14; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities misdirection

Offense

Speed 30 ft.
Melee 2 rapier +20/+15/+10 (1d6+2/18–20)
Ranged +2 dagger +19/+14 (1d4+2/19-20)
Special Attacks bardic performance 47 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)
Bard Spells Known (CL 19th; concentration +26)
6th (5/day)—geas/quest, greater scrying (DC 23), project image (DC 23), summon monster VI (invisible stalker)
5th (6/day)—dream, false vision, mislead, shadow walk (DC 22), song of discord (DC 24)
4th (6/day)—dimension door, dominate person (DC 23), freedom of movement, modify memory (DC 23), zone of silence
3rd (7/day)—blink, clairaudience/clairvoyance, dispel magic, haste (DC 20), illusory script (DC 20), see invisibility
2nd (7/day)—alter self, detect thoughts (DC 19), mirror image, misdirection, suggestion (DC 21), tongues
1st (7/day)—alarm, charm person (DC 20), expeditious retreat, feather fall, obscure object, unseen servant
0 (at will)—detect magic, ghost sound (DC 17), light, lullaby (DC 19), mage hand, open/close

Tactics

Before Combat The bard keeps misdirection in place at all times.
During Combat The bard opens combat by using a scroll of disintegrate.

Statistics

Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 24
Base Atk +14; CMB +14; CMD 31
Feats Dodge, Great Fortitude, Greater Spell Focus (enchantment), Improved Initiative, Quicken Spell, Silent Spell, Skill Focus (Perform [act]), Spell Focus (enchantment), Still Spell, Weapon Finesse, Weapon Focus (rapier)
Skills Bluff +20, Diplomacy +26, Disable Device +24, Escape Artist +15, Knowledge (arcane, history, nature, nobility, planes) +15, Knowledge (local) +26, Perception +13, Perform (act) +35, Perform (dance, oratory) +25, Sense Motive +6, Spellcraft +20, Stealth +24, Use Magic Device +25
Languages Auran, Common, Draconic
SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (act, oratory, dance, string, percussion)
Combat Gear scrolls of disintegrate (3), scroll of heal, scroll of restoration, scrolls of teleport (2); Other Gear +3 chain shirt, +2 daggers (2), +2 rapier, belt of physical perfection +2, cloak of resistance +3, headband of alluring charisma +4, ring of invisibility, ring of protection +3, 276 gp

A master spy lingers in the shadows or at parties, where he can easily misdirect people.

Marlit Telamin

Trained in the greatest academies of the world and raised by one of the most ruthless crime families, this diplomat works for five different countries and interests. He weaves complex plots, while always leaving clues that point to someone other than himself. If one crime family knew Marlit (in one of his numerous aliases) was also working for a rival nation, they would hunt him down and behead him for treason.

Combat Encounters: Marlit assassinates undefended targets, and fights to survive when caught.

Roleplaying Suggestions: With his athletic build and knowledge of strategy, Marlit masquerades as a military man.