New Kit, Kurnan Spymaster
Oct 20, 2021 13:49:35 GMT -12
Attilius, Skrye [AC3; 48/48HP], and 1 more like this
Post by DM Bob on Oct 20, 2021 13:49:35 GMT -12
A work in progress. Recent changes to bonus proficiencies. A discount applied to rogue skills. A smaller # of possible suspicious folk every level gained. Backstab to only be applied to the Kurnan garrote.
"Our greatest weapon is knowledge."
–Spymaster motto
Kit Availability
Psionicist, bard, and templar classes (Kurn City-State based).
Description
Kurnan spymasters are psionicists that work for King Oronis of Kurn, through an organization known as the school of spies. Kurn trains their spies (mostly female humans) intensively and thoroughly. Kurnan spymasters operate secretly in most Athasian cities and villages.
Kurnan spymasters are the citizens of Kurn most likely to be encountered outside of the Trembling Plains. They can be found anywhere, and most people who meet them never know who they really are. They blend into any group and gain information where they can. They can stay away from Kurn for years following leads.
Kurnan spymasters belong to Kurn’s school of spies, an organization of Kurnan psionicists, bards, and templars that study non-Kurnan societies, retrieving knowledge that protects and enriches Kurn. The school of spies is closely affiliated with Kurn’s Scholar’s clave; indeed, many spymasters take wizards and sages of the scholar’s clave as their husbands.
Role
You are inquisitive by nature, always trying to get to the bottom of things. No secret stays uncovered by you. You take in everything, looking for the advantage in the situation, as well as the mystery that lies untold. You do all of this in service to your King.
You adventure because this allows you to infiltrate other groups. You can travel the Tyr region, guard trade caravans, and work for Templars of the Seven Cities while executing your job. Information is your greatest treasure, that which you seek out above all else.
You avoid combat when possible, preferring to keep the enemy thinking that you are one of them. When you think that violence is necessary for you to survive or to accomplish your goals, you prefer to be the first to strike, and by surprise taking advantage of your sneak attack.
In combat, you will utilize your psionic abilities and your offensive powers will be your primary mode of offense. Striking hard and quick is important, as combat tends to expose you to unwanted attention.
Weapon Proficiencies
You are proficient with the bard’s garrote.
The weapon statistics are: 1d6/1d4 speed: 2
Nonweapon Proficiencies
Kurnan Spymasters may take rogue nonweapon proficiencies at no extra cost.
Bonus: Local History(Tyr Region/Tablelands), Reading/writing(Picts).
Recommended: Alertness; Artistic Ability(cover appropriate); Bargain; Bribery Etiquette; Bureaucracy; Cartography; Forgery; Information Gathering; Observation; Persuasion; Psionic Mimicry; Reading Lips; Somatic Concealment; Disguise; Etiquette; Languages, Modern(Region or mission appropriate)
Equipment
A Kurnan spymaster receives one set of any non-metallic armor appropriate to their current mission and a non-metallic weapon of their choice for free. In addition, the spymaster is outfitted with a mission appropriate outfit and miscellaneous gear for the mission. Their starting money reflects this.
Spymasters are required to purchase any equipment necessary to their cover identity. A spy posing as a potter should have a wheel, clay, and a workshop; a wizard posing as a carpenter needs a set of tools, etc. The DM should decide on the amount of equipment necessary to establish a cover.
Special Benefits
There are several benefits to being a member of Kurn's school of spies.
First and foremost, the character is versed in Wisdom of the Drylanders. Kurnan spymasters are extensively trained about the people and customs of the Tyr / Tablelands region and have a chance of knowing almost everything. This ability works just like bardic knowledge.
Secondly, you gain the ability to disguise your aura. You gain a +2 bonus to save vs. psionic and magical spells that determine alignment or motive.
Garrote backstab: This works exactly like the rogue ability of the same name, except it can only be used with the Kurnan garrote. See the Player's Handbook for a description of this ability.
Probing Conversation: At 5th level, you can initiate a harmless-seeming conversation and get a truthful answer without the subject ever realizing being interrogated. After at least a minute of conversation, you can start a probing conversation. Starting a probing conversation is a full round action and requires concentration if it lasts more than one round. The creature to be interrogated must be within 10 feet, able to see and understand you, and able to pay attention to you. You must also be able to see and hear the creature. This ability works like mind probe, except that you must pose the questions verbally. If the subject attitude is hostile, he receives another save vs. spells. If a creature’s saving throw succeeds, you cannot attempt to use this ability on that creature again for 24 hours. On a failed saving throw, the creature answers as truthfully as he can and does not realize afterwards that he was compelled. This does not stop other observers from noticing something odd about the exchange, though, and the subject does remember giving this information to the character. This ability can be used a number of times per day equal to your Charisma modifier (if positive).
Last but not least, the character has a cover identity that allows him to move around and interact with others. The cover is complete unless the character casts a spell in the sight of others or takes some other action that would arouse suspicion.
Special Hindrances
As noted above, the character has a cover identity that must be carefully maintained. As a rule of thumb, the character must spend at least half of his time playing the part of his spy cover— making pots, buying and selling goods, or whatever. A character who neglects his cover (poor potters taking long trips and returning with great wealth, merchants missing opportunities to purchase goods cheaply, etc.) runs the serious risk of being found out. If a cover is blown, the spy must immediately head back to Kurn. This can be remedied by activating a tree character. The character shall remain an NPC until an amount of time determined by the DM or when two levels are gained by the active PC. Whichever comes first.
The character must also honor requests for assistance by his Kurnan superiors. From time to time, the character is called upon to perform specific assignments or actions, which can include recovering or stealing items, test prospective allies for hints of defiler magic, or to hunt down and kill enemies of Kurn. Again, the DM should develop these as very real commitments to the character and give the resolution of these matters a lot of attention. A spymaster may not like the idea of blowing his comfortable cover by participating in a high stakes mission, but as long as the character is in Kurn's School of Spies, he has to be prepared to obey orders. And remember, a spy can always be recalled without a clear reason. The spy then has a maximum of 2d4 days to make their affairs in order before they are extracted or expected to rendezvous with someone somewhere for further instructions and debriefing.
Due to Kurn's unique politics and stance towards preserver magic the spy is expected to help out preservers, druids, and others that work toward the restoring of Athas. The spy is expected to help out within limits; they are not expected to run risk of blowing their cover for short-term benefits towards Oronis' long-term goals. However, this also leads to animosity towards defilers. The spy is expected to dispose of defilers even at the risk of blowing their cover.
Together with the DM, the player should create a mission backstory that includes a periodic check-in with their handler. The specifics are left to their imagination.
The spymaster is expected to only keep magical items useful for their missions. All others must be returned to the School of Spies in Kurn for use by other spymasters and/or research by Kurn’s Scholar’s Clave.
Spymasters unconsciously cause suspicion over time. Starting on creation, there is one NPC that "can't quite put their finger" on why the spy does not fit in.
Every level gained, roll a 1d2-1 to determine others that begin to feel the same. The DM should pick according to those NPCs the player has encountered, or have observed the spy during gameplay. Some of these NPC might be inconsequential, such as a date rice vendor, others could be high level NPCs.
Wealth Options
The Kurnan spymaster begins with 1d4x40cp starting money. The rest of their starting equipment is sponsored by the School of Spies for the mission. The minting of their scrip fits with their cover identities. No spymaster is allowed to leave on a mission with Kurn-minted money unless the mission explicitly asks for it.
Races
Human, half-elf, dwarf are the most likely races to be involved in Kurn's society; elves, halflings, mul and half-giants are less likely and rare spymasters; thri-kreen are non-existent in their ranks.
Notes
Kurnan Spymasters can be anywhere in the world, and always are on a mission. The way in which they discover and uncover this information varies from spy to spy, but they can be encountered virtually anywhere.
Players who enjoy subterfuge and secrets should be interested in this class. This class allows for the player to keep her identity a secret not only from the world at large, but also from the party, so that they never know who she really is.
"Our greatest weapon is knowledge."
–Spymaster motto
Kit Availability
Psionicist, bard, and templar classes (Kurn City-State based).
Description
Kurnan spymasters are psionicists that work for King Oronis of Kurn, through an organization known as the school of spies. Kurn trains their spies (mostly female humans) intensively and thoroughly. Kurnan spymasters operate secretly in most Athasian cities and villages.
Kurnan spymasters are the citizens of Kurn most likely to be encountered outside of the Trembling Plains. They can be found anywhere, and most people who meet them never know who they really are. They blend into any group and gain information where they can. They can stay away from Kurn for years following leads.
Kurnan spymasters belong to Kurn’s school of spies, an organization of Kurnan psionicists, bards, and templars that study non-Kurnan societies, retrieving knowledge that protects and enriches Kurn. The school of spies is closely affiliated with Kurn’s Scholar’s clave; indeed, many spymasters take wizards and sages of the scholar’s clave as their husbands.
Role
You are inquisitive by nature, always trying to get to the bottom of things. No secret stays uncovered by you. You take in everything, looking for the advantage in the situation, as well as the mystery that lies untold. You do all of this in service to your King.
You adventure because this allows you to infiltrate other groups. You can travel the Tyr region, guard trade caravans, and work for Templars of the Seven Cities while executing your job. Information is your greatest treasure, that which you seek out above all else.
You avoid combat when possible, preferring to keep the enemy thinking that you are one of them. When you think that violence is necessary for you to survive or to accomplish your goals, you prefer to be the first to strike, and by surprise taking advantage of your sneak attack.
In combat, you will utilize your psionic abilities and your offensive powers will be your primary mode of offense. Striking hard and quick is important, as combat tends to expose you to unwanted attention.
Weapon Proficiencies
You are proficient with the bard’s garrote.
The weapon statistics are: 1d6/1d4 speed: 2
Nonweapon Proficiencies
Kurnan Spymasters may take rogue nonweapon proficiencies at no extra cost.
Bonus: Local History(Tyr Region/Tablelands), Reading/writing(Picts).
Recommended: Alertness; Artistic Ability(cover appropriate); Bargain; Bribery Etiquette; Bureaucracy; Cartography; Forgery; Information Gathering; Observation; Persuasion; Psionic Mimicry; Reading Lips; Somatic Concealment; Disguise; Etiquette; Languages, Modern(Region or mission appropriate)
Equipment
A Kurnan spymaster receives one set of any non-metallic armor appropriate to their current mission and a non-metallic weapon of their choice for free. In addition, the spymaster is outfitted with a mission appropriate outfit and miscellaneous gear for the mission. Their starting money reflects this.
Spymasters are required to purchase any equipment necessary to their cover identity. A spy posing as a potter should have a wheel, clay, and a workshop; a wizard posing as a carpenter needs a set of tools, etc. The DM should decide on the amount of equipment necessary to establish a cover.
Special Benefits
There are several benefits to being a member of Kurn's school of spies.
First and foremost, the character is versed in Wisdom of the Drylanders. Kurnan spymasters are extensively trained about the people and customs of the Tyr / Tablelands region and have a chance of knowing almost everything. This ability works just like bardic knowledge.
Secondly, you gain the ability to disguise your aura. You gain a +2 bonus to save vs. psionic and magical spells that determine alignment or motive.
Garrote backstab: This works exactly like the rogue ability of the same name, except it can only be used with the Kurnan garrote. See the Player's Handbook for a description of this ability.
Probing Conversation: At 5th level, you can initiate a harmless-seeming conversation and get a truthful answer without the subject ever realizing being interrogated. After at least a minute of conversation, you can start a probing conversation. Starting a probing conversation is a full round action and requires concentration if it lasts more than one round. The creature to be interrogated must be within 10 feet, able to see and understand you, and able to pay attention to you. You must also be able to see and hear the creature. This ability works like mind probe, except that you must pose the questions verbally. If the subject attitude is hostile, he receives another save vs. spells. If a creature’s saving throw succeeds, you cannot attempt to use this ability on that creature again for 24 hours. On a failed saving throw, the creature answers as truthfully as he can and does not realize afterwards that he was compelled. This does not stop other observers from noticing something odd about the exchange, though, and the subject does remember giving this information to the character. This ability can be used a number of times per day equal to your Charisma modifier (if positive).
Last but not least, the character has a cover identity that allows him to move around and interact with others. The cover is complete unless the character casts a spell in the sight of others or takes some other action that would arouse suspicion.
Special Hindrances
As noted above, the character has a cover identity that must be carefully maintained. As a rule of thumb, the character must spend at least half of his time playing the part of his spy cover— making pots, buying and selling goods, or whatever. A character who neglects his cover (poor potters taking long trips and returning with great wealth, merchants missing opportunities to purchase goods cheaply, etc.) runs the serious risk of being found out. If a cover is blown, the spy must immediately head back to Kurn. This can be remedied by activating a tree character. The character shall remain an NPC until an amount of time determined by the DM or when two levels are gained by the active PC. Whichever comes first.
The character must also honor requests for assistance by his Kurnan superiors. From time to time, the character is called upon to perform specific assignments or actions, which can include recovering or stealing items, test prospective allies for hints of defiler magic, or to hunt down and kill enemies of Kurn. Again, the DM should develop these as very real commitments to the character and give the resolution of these matters a lot of attention. A spymaster may not like the idea of blowing his comfortable cover by participating in a high stakes mission, but as long as the character is in Kurn's School of Spies, he has to be prepared to obey orders. And remember, a spy can always be recalled without a clear reason. The spy then has a maximum of 2d4 days to make their affairs in order before they are extracted or expected to rendezvous with someone somewhere for further instructions and debriefing.
Due to Kurn's unique politics and stance towards preserver magic the spy is expected to help out preservers, druids, and others that work toward the restoring of Athas. The spy is expected to help out within limits; they are not expected to run risk of blowing their cover for short-term benefits towards Oronis' long-term goals. However, this also leads to animosity towards defilers. The spy is expected to dispose of defilers even at the risk of blowing their cover.
Together with the DM, the player should create a mission backstory that includes a periodic check-in with their handler. The specifics are left to their imagination.
The spymaster is expected to only keep magical items useful for their missions. All others must be returned to the School of Spies in Kurn for use by other spymasters and/or research by Kurn’s Scholar’s Clave.
Spymasters unconsciously cause suspicion over time. Starting on creation, there is one NPC that "can't quite put their finger" on why the spy does not fit in.
Every level gained, roll a 1d2-1 to determine others that begin to feel the same. The DM should pick according to those NPCs the player has encountered, or have observed the spy during gameplay. Some of these NPC might be inconsequential, such as a date rice vendor, others could be high level NPCs.
Wealth Options
The Kurnan spymaster begins with 1d4x40cp starting money. The rest of their starting equipment is sponsored by the School of Spies for the mission. The minting of their scrip fits with their cover identities. No spymaster is allowed to leave on a mission with Kurn-minted money unless the mission explicitly asks for it.
Races
Human, half-elf, dwarf are the most likely races to be involved in Kurn's society; elves, halflings, mul and half-giants are less likely and rare spymasters; thri-kreen are non-existent in their ranks.
Notes
Kurnan Spymasters can be anywhere in the world, and always are on a mission. The way in which they discover and uncover this information varies from spy to spy, but they can be encountered virtually anywhere.
Players who enjoy subterfuge and secrets should be interested in this class. This class allows for the player to keep her identity a secret not only from the world at large, but also from the party, so that they never know who she really is.