Spies Are All Around Me, Spies in Every Country

ReikoKiri Ostergaard LeonardPathfinder Player CompanionTawny FritzThe Red Raven

Spies Are All Around Me, Spies in Every Country

Thursday, June 16, 2016

You want to know about Pathfinder Player Companion: Spymaster's Handbook? Yes, that's information we have, but it was not easily obtained. There were risks for a number of assets, and significant costs in the acquisition operations. You are valued clients of course but...

Why yes, that DOES settle the matter quite nicely, thank you.


Illustrations by Tawny Fritz and Kiri Ostergaard Leonard

Spies and information brokers are a fact of life on Golarion, for nearly any large organization. Kingdoms need to know what other kingdoms are plotting, so as to best make their own plans, while at the same time keeping their own secrets hidden. Churches, schools, guilds, and merchants have their own need to control the flow of information leaking out of their inner chambers. Many groups have dedicated espionage branches, such as the Twilight Talons of Andoran, while others combine information gathering and enforcement, as with the Silent Shroud in Nidal. Smaller or less wealthy groups often must depend on independent spymasters, which may be as simple as buying information from the Church of Calistria to as complex as putting together bands of freelancers to acquire specific intelligence.

The Spymaster's Handbook explores all these options, beginning with what causes a character to become some kind of spy. Numerous espionage backgrounds are presented, along with related traits (from Chelish Sympathyzer to Youthful Infiltrator) and drawbacks (many spies must deal with being Betrayed, or hiding some Secret Shame). Secret agendas are presented in new Story Feats, to allows an espionage character to have an element of spycraft added to their character as part of a typical ongoing campaign. New rules on information dealing allows secrets to be bought and sold as commodities, making secret-running a potentially lucrative line of work.

And of course new character options tie characters with secret to the lore of Golarion. Spy elements within groups ranging from the Blackjackets to the Starwatch are tied to be magic items, feats, and spells. Espionage spells allow you to steal a victim's face, or encourage a target to speak endlessly on a topic of your choice. And the ultimate secret-keeper, the vigilante, is given three new archetypes, and a host of social and vigilante talents.

For a little extra I can even preview one of the new spells present in the book? Ah yes, always a pleasure doing business with you.

Claim Identity

School transmutation (polymorph); Level alchemist 3, antipaladin 3, bard 3, druid 4, inquisitor 3, shaman 4, sorcerer/wizard 4, witch 3
Casting Time 1 standard action
Components V, S, M (a needle and thread)

Range touch

Target humanoid creature touched

Duration 1 hour/level

Saving Throw Fortitude negates; Spell Resistance yes


You steal the target's face, transforming yourself into a flawless imitation of it. All of the target's facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target's true form, as if affected by alter self, and gain a +10 bonus on Disguise checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size,
or gender.

Claim identity prevents any other polymorph effects from restoring the target's true face for the spell's duration, though the target can still assume
other forms or faces via magic or any natural shapechanging ability.

Owen K.C. Stephens
Developer

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