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Spy (Human) in Pathfinder 2e

Spy (Human) - Courtier 6
COMMONBLUE, BLACKMEDIUMHUMANOIDHUMAN

No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, 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 either for blackmail or to auction to the highest bidder.
Perception Master
Languages Common, (possibly other depending on situation)
Skills Deception Expert , Diplomacy Trained , Intimidation Expert , Court Lore Master , Society Trained , Stealth Expert , Thievery Trained

STR +0 , DEX +4 , CON +1 , INT +2 , WIS +4 , CHA +4

Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' tools
AC 23
Saving Throws Fort +11, Ref +17, Will +14
HP90
Speed 25 feet
Melee Rapier: Master / +11 / +6 ( deadly , disarm, finesse, magical) | Damage: piercing    
Ranged Dagger : Expert / +10 / +6 (agile, thrown 10 feet, versatile S)| Damage Piercing
 
Special Abilities
  • 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.
  • 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 precision damage to flat-footed creatures.

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