Master Spy

"I’ve seen the things you never intended me to see, heard whispers meant only for your conspirators. I know you well enough to take you down."

Prerequisite: Rogue

In halls of power, on the field of battle, and even among those who seek what is long lost, reliable information is king. Those in the know have an advantage over their allies and enemies and readily know the difference between the two. Thus have persons skilled in acquiring secrets always had ample work and reasons to hone their skills. Such agents learn how to conceal their true motives and cover their tracks while focusing on attaining their goals. Any lapse in precision can mean death.
    Long ago, you learned how to sneak into places where you’re not welcome. No secret is safe from your expertise and trickery. Subterfuge is your stock-intrade. You know how best to peer into the intentions of your enemies, and you work undercover with the greatest of ease. Most of your enemies never know that you are in their midst, and you always manage to turn their ignorance against them.

MASTER SPY PATH FEATURES

    Cover Action (11th level): Whenever you spend an action point to take an extra action, you gain concealment at the end of that action. Until the end of your next turn, you have concealment and take no penalty to Stealth checks for moving more than 2 squares or for running.
    Deadly Bluff (11th level): You can make a Bluff check to gain combat advantage against an adjacent enemy as a minor action instead of as a standard action. If your check beats the enemy’s Insight check, the enemy grants combat advantage to you and your allies until the end of your next turn.
    Double Agent (16th level): Once per encounter, when an enemy you can see targets one of its allies with a power or an ability, you can choose to gain the benefit of that power or ability as if you were one of its targets as well.

Master Spy Attack 11Lingering Revelation

Your surprising attack slashes open your foe, causing the enemy to leave a trail you easily follow.

Encounter        Martial, Weapon
Standard Action      Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Will

Hit: 3[W] + Dexterity modifier damage, and the target cannot turn invisible or make Stealth checks until the end of your next turn.

Effect: You gain a +5 bonus to Insight checks and Perception checks opposed by the target until the end of the encounter.


Master Spy Utility 12Quick Change

Your cunning actions plant a seed of doubt. Are you friend or foe?

Encounter        Martial
Minor Action      Ranged 5

Target: One creature

Effect: Make a Bluff check opposed by the target’s Insight check. If you succeed, the target considers you an ally for the purpose of auras, opportunity attacks, and powers until the end of your next turn or until you attack the target or its allies.


Master Spy Attack 20Spymaster's Edge

You slip your weapon past your enemy’s defenses, using your knowledge of its tactics to stay one step ahead.

Daily        Martial, Weapon
Immediate Reaction      Melee or Ranged weapon

Trigger: An adjacent creature misses you with a melee attack.

Target: The attacking creature.

Attack: The attacker repeats the attack that missed you against its own defenses with a +4 power bonus.

Hit: All damage and effects of the original attack, plus you can apply your Sneak Attack extra damage. If the original attack was made with a weapon, you now have the weapon or, if you cannot hold it, it falls to the ground in your square or in an adjacent square of your choice.


Published in Martial Power, page(s) 95.