Characters

Aspis Consortium Spy

CR: 10 XP: 9,600


NE Small humanoid (halfling)


Init: +4 Senses: Perception +16


Defense

AC: 22, touch 17, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +1 size)


HP: 75 (11d8+22)


Fort: +5 Ref: +12 Will: +10, +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic


Offense

Speed: 25 ft.


Melee: +1 dagger +14/+9 (1d3–1/19–20)


Ranged: +1 dagger +14 (1d3–1/19–20)


Special Attacks: bardic performance 19 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion), sneak attack +2d6


Spells Known: (CL 7th; concentration +10) 3rd (2/day)—clairaudience/clairvoyance, glibness 2nd (4/day)—detect thoughts (DC 15), invisibility, locate object, silence (DC 15) 1st (5/day)—charm person (DC 14), comprehend languages, detect secret doors, disguise self, erase 0 (at will)—detect magic, ghost sound (DC 13), lullaby (DC 13), mage hand, open/close, read magic


Statistics

Str: 6 Dex: 18 Con: 12 Int: 14 Wis: 10 Cha: 16


Base Atk: +8 CMB: +5 CMD: 21


Feats: Deceitful, Dodge, Fleet, Iron Will, Toughness, Weapon Finesse


Skills: Acrobatics +14, Bluff +25, Climb +0, Disguise +25, Knowledge (local) +13, Knowledge (nobility) +14, Linguistics +8, Perception +16, Perform (act) +17, Perform (dance) +10, Sense Motive +18, Sleight of Hand +13, Stealth +22


SQ: bardic knowledge +3, glib lie, lore master 1/day, mask alignment, master of disguise, quick change, versatile performance (act, dance)


Languages: Common, Elven, Halfling, Kelish, Osiriani, Tien, Varisian


Combat Gear: potion of cure serious wounds, potion of gaseous form, scroll of cat’s grace, scroll of silence


Other Gear: +1 mithral glamered chain shirt, +1 dagger, dust of tracelessness, ring of protection +1, slippers of spider climbing, disguise kit, mwk thieves’ tools, 98 gp


Description

Halfling bard 7/master spy 4

Information confers advantage, and advantage confers profit. To maintain its advantage over competitors in trade and exploration, the Aspis Consortium makes use of spies cleverly placed in influential businesses, governments, and households. A given spy’s assignment may be a deepcover role lasting for years, or may last for just a few critical days or even hours. Some spies maintain only a single cover identity. Others make use of several in a single day.

The paramount responsibility of Aspis Consortium spies is to escape notice, so they favor innocuous personas such as household servants. Aspis spies stay vigilant at all times for tidbits of valuable information, and what they can’t overhear, they steal. Information is typically passed on through coded drops at prearranged locations to maintain cover. Many spies go for months or years between meetings with their handlers.

A secondary task for spies is sabotage. The right poison in a meal can leave the competition incapacitated on the eve of a momentous expedition, and critical items can be damaged or misplaced. Aspis Consortium spies also arrange for false information to fall into enemies’ hands, manipulating their rivals into expensive and timeconsuming errors.

Source: Inner Sea NPC Codex, p. 9