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Master of Disguise

Creature 7 — human, humanoid

ShadeFlankerLANDhumanhumanoid

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.

Source: pathfinder-npc-core

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
Items Dagger (5), Disguise Kit (Elite), Masquerade Scarf
AC 25 Fort +11 Ref +17 Will +16
HP 110
Speed 25 feet

Offense

Melee Dagger (agile, finesse, versatile-s) +16, Damage 1d4+6 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +16, Damage 1d4+6 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +16, Damage 1d4+6 bludgeoning

Abilities

+4 to Sense Motive
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.
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 — 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 (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.

WORKS WELL WITH

AnvilLANDA durable frontline body draws attention so this infiltrator can hold its disguise until it drops it for a sudden Off-Guard opener.
SniperLANDA ranged damage dealer can capitalize on the brief Off-Guard window created when the disguise is dramatically removed.

PUNISHES

✖ low Perception✖ isolated targets✖ melee reliance
Avoid pairing with another disguise-based infiltrator; overlapping impersonations strain the same social deception economy.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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