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Master Of Disguise

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

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Master Of DisguiseCreature 7

Medium Human Humanoid 
Source NPC Core pg. 22
Perception +17; (21 to Sense Motive)
Languages Common, Dwarven, Elven, Gnomish, Halfling
Skills Deception +18, Diplomacy +16, Performance +16, Society +17, Stealth +17, Thievery +15, Underworld Lore +15
Str +0, Dex +4, Con +0, Int +2, Wis +3, Cha +5
Deep Cover At most times, a master of disguise has infiltrated a specific organization, gaining a +2 circumstance bonus to Gather Information, Impersonate, Lie, or Request when dealing with its members.
Disguise Specialist For social encounters involving impersonation, the master of disguise is a 10th-level challenge.
Items masquerade scarf, dagger (5), elite disguise kit
AC 25; Fort +11, Ref +17, Will +16
HP 110
Speed 25 feet
Melee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4+6 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoningRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4+6 piercingDouble 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 Impersonate or to tell a 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.

Sidebar - Additional Lore Know Your Enemy

A master of disguise presents an opportunity for GMs to make past events relevant again. An NPC who was previously significant may well have been a master of disguise who is now revealing themself to the PCs years later, opening a web of connections the PCs never knew existed until now.

All Monsters in "Criminal"

NameLevel
Assassin8
Bandit2
Bandit Gang7
Burglar4
Charlatan3
Crime Kingpin12
Fence5
Flamboyant Thief15
Grave Robber1
Legbreaker6
Loan Shark2
Master Of Disguise7
Ruffian2

Criminal

Source NPC Core pg. 18
In the underbelly of society, the lawless reign supreme.

Sidebar - Advice and Rules Corruption For Hire

The criminals in this section don't always have to exist in opposition to the PCs. Characters might make use of a corrupt judge to keep a target of their investigations in town while they go about their business or hire a master of disguise to infiltrate a building and map a floor plan before pulling a job. All it takes is coin and a quiet word in the right ear.

Sidebar - Treasure and Rewards Criminal Scams

Common criminal scams include fake collectors for nonexistent charities for the diseased and downtrodden, rigged games of chance at local fairs offering worthless prizes, flashy street performers concealing the work of pickpockets in the audience, and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome daredevil (level 2), halfling smuggler (level 6), leaping thief (level 3)

Sidebar - Additional Lore Fantasy Crimes

While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with spells that charm or control others, falsifying fortunes, violating privacy with scrying, or trespassing via teleportation.

Sidebar - Additional Lore Folk Heroes

Real-world bandits exist in folklore and history as champions of the downtrodden, fighting against their oppressors, robbing the rich, and striking at the powerful from secret dens deep in the wilderness. The gang leader could well be a local legend, someone who the PCs can turn to for mutual aid when the going gets tough.

Sidebar - Additional Lore More Scams

  • Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.
  • Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.
  • Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks.

Sidebar - Additional Lore Protection Rackets

Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. “Protection” includes an implicit assumption that those who pay up are safe from those criminals, and some groups also promise retribution should those who pay them fall afoul of other criminals.

Sidebar - Locations Sanctuary

Adventurers or those they rescue might be able to find sanctuary in sacred places to buy time against pursuers or disappear from those hunting them. These institutions range from simple rural shrines to monasteries to larger estates. The churches of Asmodeus, Cayden Cailean, Iomedae, Irori, Sarenrae, and Shelyn are the most likely to grant sanctuary—though some of these ask much in exchange for their protections.

Sidebar - Additional Lore Walking The Walk

Traveling devotees, such as the pilgrim and traveling priest, are both well-traveled and more than willing to speak to new people. This makes these voyagers a trove of rumors, stories of fabled lands, and wise words for those most in need. Yet, they're also far from home, so their reliance on the largesse of others means they're frequently willing to trade information, travel alongside others, share lodgings, or find other beneficial arrangements. Their companions' patience with the traveler's proselytizing can be another matter...