Description: Spies are the backbones of conspiracies, cults, and secret organizations of every kind. They serve kings and kingpins, collect secrets, and help empires rise or crumble. Some spies are their own masters, driving the world with their intrigues and operations, others are loyal agents, and some are pawns and traitors. They might be as simple as an urchin skulking on the corner or as complex as a ninja clan with decades of tradition. In any case, spies must be resourceful and daring to remain in their business for long.
Prerequisite: Trained in Bluff, Diplomacy, Streetwise, or Thievery.
Benefit: You gain a +1 per tier bonus to your choice of any two of Bluff, Diplomacy, Insight, or Thievery skill checks. You also begin with one bonus common language. Finally, you also gain a +1 bonus per tier to your Initiative score.
|Focus||Focus 1||Focus 2||Focus 3|
|Disguise||Chameleon: You gain a +2 bonus to Bluff checks. You also gain a +2 bonus to Insight and Perception checks to spot others in disguise and to detect illusions.||Doppelganger’s Defense: Encounter Power, Minor Action, Illusion, Close burst 1, Target: Enemies in burst, Attack: Your level +3 vs. Will, Hit: The target thinks you are one of its allies until you hit or miss it or one of its allies with an attack or until the end of your next turn. If you attack the target, it grants you combat advantage and your first damage roll against the target gains +5 per tier.||Gifted Disguise: Daily Power, Illusion, Standard Action, Effect: Until the end of your next turn, you alter your appearance to that of any other creature of the same type and size as you. If you do anything to provoke suspicion in those around you, they must make an Insight check to pierce the illusion opposed by your Bluff check with a +5 bonus . You cannot imitate a specific, real person with this power, though you can recreate the same appearance over and over. Sustain move: The effect persists. Special: At paragon tier, you can appear to be a size category larger or smaller than your own, and at epic tier, you can appear to be a creature of any type that has the same general shape (e.g. a humanoid could imitate an angel or a golem, but not an ooze or an insect.).|
|Observation||Keen Observer: You gain a +2 bonus to Perception and Insight skill checks, and a +2 bonus to your passive Perception and Insight as well.||Perfect Recall: Daily Power, Minor Action, Effect: You perfectly capture a moment you are witnessing in all five senses with a duration of no more than ten seconds. Until you replace this scene by using this power again, you may revisit it whenever you wish and take in details as though it were happening before you just as before, even making skill checks to examine details. You may keep one such scene in your memory plus one additional scene per tier.||Sight Without Seeing: Encounter Power, Minor Action, Effect: For the next attack you make, you may ignore the effects of cover, concealment, or illusions that protect the target of the attack as long as it is within 10 squares of you.|
|Secrets||Secret Fellowship: You are a member of a secret group whose goals and operations you and the DM shall create. The group can be found in most major cities, and its agents can provide a variety of assistance to other members. If you ever violate the tenets of your secret society, you must retrain out of this path. You also gain a +1 bonus to History checks and Streetwise checks.||Operatives: You gain a henchman companion character. If your henchman is ever killed, he or she can be replaced at a major city where your secret society is active.||Cabal Strike: Encounter Power, No Action, Trigger: You hit an enemy with an attack, Effect: You add +2d8 damage per tier to the damage roll, or +2d10 per tier with combat advantage.|
|Skulking||Lurking Expertise: You gain a +1 per tier bonus to Acrobatics, Athletics, and Stealth checks.||Blindside Tactics: When you hit an enemy that grants you combat advantage with an attack, you deal +2 damage on the damage roll for each Hero card you hold. If the enemy could not see you, increase this bonus damage to +3 instead.||Quiet Steps: Daily Power, Immediate Reaction, Trigger: An ally makes a Stealth role during a group Stealth check and you dislike the result, Effect: The ally may re-roll the check with a +4 bonus.|
|Trickery||Suave: Whenever you make a Bluff or Diplomacy check against a target whose attitude is at least neutral towards you, you may roll two dice and take the higher result.||Devil’s Lure: Daily Power, Immediate Reaction, Trigger: An enemy that flanks you misses you with an attack, Target: The triggering enemy, Attack: Your level +3 vs. Will, Hit: You may shift 1 as a free action and the enemy repeats the attack against its ally with whom it flanks you with a +4 bonus to the attack roll, Miss: You may shift 1 as a free action.||Tactical Disadvantage: If an enemy grants you combat advantage, it takes a -2 penalty to attack rolls against you unless they are also attacking at least one other creature with the same attack.|