Espionage

Role:

Characteristics:

Background:

Transformations:

Favored Tech Spec: Courage
Hit Die: d4
Energon Die: d10
Weapon Proficiencies: Grenade, Projectile
Program Slots per Level: 8
Function-Programs:
Balance (Skl)
Climb (Str)
Computer Use (Int)
Demolitions (Int)
Escape Artist (Skl)
Hide (Skl)
Jump (Str)
Listen (Int)
Move Silent (Skl)
Pilot (Skl)
Sabotage (Skl)
Search (Skl)
Sincerity (Rnk)
Sleight of Hand (Skl)
Socialize (Rnk)
Swim (Str)
Tumble (Skl)

Level Att Def Fort Luck Refl Will Equ Trn Rep Sub-Routine
1 +0 +0 -1 +2 +1 +0 +0 +0 +0 Uncanny Hide
2 +1 +1 -1 +3 +1 +0 +1 +1 +0 Sneak Attack +1d6
3 +2 +2 -1 +3 +2 +1 +2 +1 +0 Lucky (1/adv)
4 +3 +3 -1 +4 +2 +1 +3 +2 +0 On-Point
5 +4 +4 +0 +4 +3 +1 +3 +2 +1 Sneak Attack +2d6, Scramble! (1/seg)
6 +5 +4 +0 +5 +3 +2 +4 +3 +1 Crack Shot +2
7 +5 +5 +0 +5 +3 +2 +5 +3 +1 Lucky (2/adv), Evasion
8 +6 +6 +0 +6 +4 +2 +6 +4 +1 Sneak Attack +3d6
9 +7 +7 +0 +6 +4 +3 +7 +4 +1 Opportunist
10 +8 +7 +1 +7 +5 +3 +7 +5 +2 Scramble! (2/seg), Vanish
11 +9 +8 +1 +7 +5 +3 +8 +5 +2 Sneak Attack +4d6, Lucky (3/adv)
12 +10 +10 +1 +8 +5 +4 +9 +6 +2 Crack Shot +4
13 +10 +10 +1 +8 +6 +4 +9 +6 +2 Assassinate
14 +11 +11 +1 +9 +6 +4 +10 +7 +2 Sneak Attack +5d6
15 +12 +12 +2 +9 +7 +5 +11 +7 +3 Lucky (4/adv), Scramble! (3/seg)
16 +13 +12 +2 +10 +7 +5 +12 +8 +3 Improved Evasion
17 +14 +13 +2 +10 +7 +5 +12 +8 +3 Sneak Attack +6d6
18 +15 +14 +2 +11 +8 +6 +13 +9 +3 Crack Shot +6
19 +15 +15 +2 +11 +8 +6 +14 +9 +3 Lucky (5/adv)
20 +16 +16 +3 +12 +9 +6 +15 +9 +4 Sneak Attack +7d6, Scramble! (4/seg)

Sub-Routine Descriptions
The following are Sub-Routines a character gains as they progress in Function Level:

Uncanny Hide: Knowing just when to hide often times makes the difference between life and death for Espionage. At 1st level, Espionage may make a Hide Check whenever they are surprised, provided they are not being observed at the time and have somewhere to hide.

Sneak Attack: When a target least expects an attack is often when it can be the most deadly. Starting at 2nd level, Espionage inflict bonus damage whenever they attack a target who is denied their Speed bonus to defense (whether flat-footed, paralysed, or simply tricked in combat) or is flanked. Ranged attacks only gain this bonus damage if they are made within point blank range (typically 1 hex, unless the character has the Point Blank Shot Feat). Any target who is immune to critical hits is likewise immune to this additional damage, as is any creature with concealment or who has more than 50% cover. This bonsu damage starts at +1d6, and increases by +1d6 for every 3 additional Espionage levels.

Lucky: All too often Espionage live through sheer luck. Beginning at 3rd level, once per Episode Espionage may choose to re-roll and d20 roll they make, taking the new result in place of the old one. For every 4 Espionage levels beyond 3rd Espionage may make such a re-roll 1 additional time per Episode.

On-Point: In dangerous situations, being one step ahead can give Espionage the edge they need to take down superior adversaries. At 4th level, Espionage may make a standard Move Action before combat begins, allowing them to find cover, drop prone, draw a weapon, or otherwise get an edge against their foes. This may not be performed if Espionage is surprised, and may only be performed before the first initative roll for the encounter occurs.

Scamble!: All too often being quick is what makes the difference between victory and defeat. At 5th level Espionage are able to make an additional Move Action once per Segment. This may allow Espionage to take a Full-Acctack action and still move, make a Move Action followed by a Standard Action and then another Move Action, take three Move Actions, or any other combinations. Espionage may make an additional Move Action for every 5 additional levels they gain, though may never make more than one bonus Move Action in a single round.

Crack Shot: Sharp-shooting is one of the trademarks of Espionage. At 6th level, Espionage gain a +2 bonus when making Called Shots, allowing them to offset penalties -- and eventually even gain bonuses -- when making such rolls. This increases to +4 at 12th level and again to +6 at 18th level.

Evasion: When behind enemy lines, Espionage too often find themselves trying to outrun explosions. At 7th level, when Espionage are subjected to an area-of-effect attack that has a saving throw for half damage, they take no damage instead if they make their save. If they fail, they take full damage as normal. For area-of-effect attacks which have saving throws but do not inflict damage, ...

Opportunist: To be truly effective, Espionage learn to take advantage of any opening in an opponent's defenses. At 9th level, whenever a target ...

Vanish!: Being unseen is key to the success of the Espionage's missions. After 10th level, Espionage may ...

Assassinate: Good Espionage are eventually called upon to kill or cripple their targets. At 13th level, Espionage may make a death or crippling strike in place of a normal sneak attack. They must study their target for 3 concesutive rounds, taking no other action. The sneak attack must be made within 3 rounds of completing study of the target. This target must either be unaware of the Espionage or not consider them an adversary. If the attack is successful, the target must make a Fortitude saving throw with a DC of 10 plus the Espionage's level, with failure indicating that they are either deactivated or paralysed (attacker's choice). The paralysis lasts for 1 round per Espionage level. If the saving throw was successful, deal damage to the target as per a normal attack augmented by the Sneak Attack sub-routine.

Improved Evasion: As time goes on, Espionage become very acustom to getting out of the way of explosions. At 16th level, Espionage now take half damage on a failed saving throw against a damaging area-of-effect attack, and gain ...