Chapter 3 ofthe Player's Handbook) at 1st level ifshe does not already have it. She gains +1d6 damage with this attack initially, but this rises to +2d6 at 4th level and to +3d6 at 7th level . If she already has the sneak attack ability from a previous class, the damage bonuses stack. Undetectable Alignment (Ex): The web of different identities and agendas inside the spymaster's mind makes it impossible to detect her alignment via any form of divination once she reaches 2nd level. This ability functions exactly like an undetectable alignment spell, except that it is always active . Only divinations are confounded ; spells that function only against certain alignments, such as protection from evil and holy smite, affect the spymaster normally. Quick Change (Ex): By 3rd level, the spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and put on or take off armor in one-half the normal time. Uncanny Dodge (Ex): Also at 3rd level, the spymaster gains the uncanny dodge ability (see the Rogue section in Chapter 3 of the Player's Handbook) if she did not already have it. She gains additional benefits of this ability as her spymaster level increases (seeTable 1-6 on page 15) . If she already had uncanny dodge from one or more previous classes, levels ofthose classes stack with spymaster levels for the purpose of determining the benefits, but she continues to progress in the ability along whichever track she was originally using for it. For example, if a rogue becomes a spymaster, add together her levels ofspymaster and rogue, then refer to Table 3-15: The Rogue in the Player's Handbook to determine the benefits of uncanny dodge at her new, combined level. Slippery Mind (Ex) : At 5th level, the spymaster gains the slippery mind ability (see the Rogue section in Chapter 3 of the Player's Handbook) if she does not already have it. Spot Scrying (Ex): Also at 5th level, the spymaster notices the magical sensor created by arcane eye, scrying, a crystal ball, or the like with a successful Spot check (DC 20). Deep Cover (Ex): At 8th level, the spymaster can quiet her mind and completely immerse herself in her cover identity at will. While she is in deep cover, divination spells detect only information appropriate for her cover identity ; they reveal nothing relating to her spymaster persona . Hear Subharmonics : Also at 8th level, the spymaster can determine the true motives of others by listening carefully to the subtle inflections of their voices . Her ears are so well trained that she gains a +3 insight bonus on Sense Motive checks . Detection Damper (Su): At 9th level, the spymaster can subconsciously create interference that hampers detect magic spells. The aura strengths for all magic items she holds, carries, or wears register as two categories
weaker than they normally would. For example, a strong aura becomes faint, and faint or dim auras become completely undetectable . Reactive Body Language (Ex): Also at 9th level, the spymaster learns the silent language of subconscious body movements. By mimicking the body language of those with whom she interacts, she gains a +2 insight bonus on Bluff and Disguise checks . Mind Blank (Sp): At loth level, the spymaster can become immune to all mind-affecting spells and divinations by rigorously silencing her mind. Using mind blank is a standard action, and the spymaster can do it a number of times per day equal to 3 + her intelligence modifier. This ability works exactly like a mind blank spell cast by a 15th-level sorcerer, except that it affects the spymaster only and its duration is 10 minutes .
TEMPLE RAIDER OF OLIDAMMAR.A
Olidammara's worshipers don't have many temples of their own, but some ofthem spend a great deal oftime in the temples of other deities-robbing them of every valuable that's even remotely portable . The temple raiders are an elite cadre of thieves who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities. Few enterprises are as dangerous as breaking into a temple, so, Olidammara grants limited spellcasting abilities to temple raiders in his service . Temple raiders usually work in small teams, using stealth, disguise, or magic to infiltrate a rival temple secretly. Once inside, they plunder the treasury, steal religious relics, and abscond with any secrets the clerics of the rival temple cared to write down. Ifall goes well, they slip out unnoticed, but they're not above fighting their way to freedom . They know that the penalty for stealing from a temple is usually death, so they're quick to draw blades when capture seems imminent . Temple raiders are always listening for news ofgreat riches or dark secrets at the temples of other deities, and they eagerly chase down rumors of hidden shrines and half-buried temples from bygone ages. However, they typically have plenty of time between raids for normal adventuring, which they undertake frequently, with their deity's blessing . After all, dungeon adventuring hones the skills that the temple raider needs for special missions-such as liberating the war-booty that the clerics of St. Cuthbert's temple are now bringing home for safekeeping . Clerics who venerate other deities consider temple raiders a menace, so most of the latter pose as rogues, bards, or even clerics of Olidammara instead. Rogues and bards usually have the skills a temple raider needs, whereas only a few rare clerics-even those of Olidammara-can pick a lock or sabotage a trap well enough to meet the temple raiders' standards . Player
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