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Master of DisguiseCreature 7


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +17 ((+21 to Sense Motive))
Languages Common, Dwarven, Elven, Gnomish, Halfling
Skills Lore +15, Deception +18, Diplomacy +16, Performance +16, Society +17, Stealth +17, Thievery +15
Str +0, Dex +4, Con +0, Int +2, Wis +3, Cha +5

AC 25; Fort +11; Reflex +17; Will +16;
HP 110
Speed 25 feet

Dagger One Action +16 (+12, +8) to hit (agile, finesse, versatile s) 1d4+6 Piercing
Dagger One Action +16 (+12, +8) to hit (agile, thrown 10, versatile s) 1d4+6 Piercing
Fist One Action +16 (+12, +8) to hit (agile, finesse, nonlethal, unarmed) 1d4+6 Bludgeoning

+4 to Sense MotiveDeep Cover

At most times, a master of disguise has infiltrated a specific organization, gaining a +2 circumstance bonus to [/act gather-information], [/act impersonate], [/act lie], or [/act request] when dealing with its members.

Disguise Specialist

For social encounters involving impersonation, the master of disguise is a 10th-level challenge.

Double Take

If the master of disguise and the creature they're Impersonating are in each others' presence, the genuine creature must Lie if they're vouching for their own identity, and are treated as though they were Impersonating themself if someone Seeks in an attempt to pierce their disguise. The genuine creature can use their Deception modifier, Diplomacy modifier, or a +15 modifier, whichever is highest.

Impeccable Disguise Three Actions

The master of disguise creates a disguise and Impersonates. They gain a +5 status bonus to Deception checks to [/act impersonate] or to tell a [/act lie] that helps them maintain their disguise. When a spell or magical effect tries to read their mind, detect whether they're lying, or reveal their identity, they can attempt a deception check against the spell or effect's DC. If they succeed, the effect reveals information appropriate to their cover identity or nothing (the GM determines which).

Shocking Reveal One Action (manipulate)

The master of disguise removes their disguise with a dramatic gesture. Any creatures that previously failed to see through the disguise is Off-Guard to the master of disguise until the end of the turn.

Sneak Attack

The master of disguise deals an additional 3d6 precision damage to Off-Guard creatures.


A master of disguise uses costuming, makeup, and minor illusions to deceive. Some conceal their identity for years, infiltrating organizations under deep cover.


In the underbelly of society, the lawless reign supreme.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.