Master Spy
Class Description
Master spies rarely work with others unless they are under cover. The special skills that serve them so well in the field ironically make them exceptional leaders, but a master spy's natural inclination toward secrecy pushes her away from limelight. Note that a master spy among adventurers may not intend to betray them; armed heroes provide excellent cover for a master spy's true mission, whether or not they know the spy's intent. They are skilled at infiltration, theft and assassination, and thus often must go undercover to avoid their identity being revealed. The spy can contribute utility, scouting, and/or fighting prowess to a party. They are extremely versatile and trained to expect the unexpected.
Requirements
Base Attack Bonus: +5
Skills: Bluff 5, Disguise 5, Linguistics 5, Gather Information 5.
Feats: Deceitful
Class Features
Hit Die: d6
Base Attack Bonus: Medium
Weapon Proficiencies: simple
Armor Proficiencies: Light, Medium
Skill Points: 6 + Int modifier
Class Skills: Acrobatics, Appraise, Athletics, Bluff, Disguise, Diplomacy, Disable Device, Escape Artist, Gather Information, Hide, Intimidate, Linguistics, Listen, Lore: Local, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Use Magic Device
Class Abilities
|
Level |
Features Gained |
|---|---|
| 1 | Cover Identity |
| 2 | Disguise Self (1/day), +1d6 Sneak Attack, Undetectable Alignment |
| 3 | Unlikely Cover, Use Poison |
| 4 | Slippery Mind, +1d6 Sneak Attack |
| 5 | Deep Cover |
Cover Identity (Ex)
A Master Spy is rigorously trained to establish nearly flawless cover identities. While disguised, she gains a +2 circumstance bonus on Disguise checks and a +1 bonus to Bluff, Disguise, and Gather Information checks for every 5 ranks that the Master Spy possesses in a Craft or Profession skill as she becomes more skilled at living out the life of her assumed identity. At the DM's discretion, these bonuses may be reduced or eliminated in regions where the cover identity would seem out of place (bakers from Shadowdale, for example, would attract suspicion in the ruins of Myth Drannor).
The cover identity ability does not provide any additional skills that might be necessary to make a cover identity believable, such as knowledge of the proper homeland, the ability to speak a foreign language, spellcasting ability, or the like. Thus, Master Spies generally pick cover identities that complement their existing skills.
Disguise Self (Sp)
At 2nd level the Master Spy learns to cast the spell disguise self once per day. The caster decides what to disguise and may at any time remove the disguise. Unlike regular disguises, the disguise self spell creates an illusion which can be detected and dispelled. The detection DC for the spell is the Master Spy's hit dice + 10.
Sneak Attack
This ability functions like the rogue ability of the same name. The extra damage increases by 1d6 points at 2nd level, and by another 1d6 points at 4th level. If a Master Spy gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. Furthermore, Master Spy levels stack with any other appropriate class levels (such as rogue or assassin) for the purpose of overcoming improved uncanny dodge.
Undetectable Alignment (Ex)
At 2nd level, the web of different identities and agendas inside a master spy's mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an undetectable alignment spell, except that it is always active.
Unlikely Cover (Ex)
At 3rd level, the DC for Spot checks made to penetrate the Master Spy's disguise increases by 4.
Use Poison
At 3rd level, a Master Spy receives training in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Slippery Mind (Ex)
A character with this feature can wriggle free from magical effects that would otherwise control or compel her. If the character is affected by an enchantment and fails her saving throw, she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally.
Deep Cover (Ex)
At 5th level, the Master Spy gains an additional +2 circumstance bonus to her Bluff, Disguise, and Gather Information checks while disguised. Furthermore, when the Master Spy is disguised within one of her cover identities, her mind is so thoroughly trained and conditioned to think like the person she pretends to be that any magical scrying or mind reading at a power level short of deific reveals nothing about her true nature. Only the thoughts, alignment, and emotions of the fictitious persona can be detected. While disguised, all scrying attempts made on the Master Spy automatically fail. She additionally gains the benefits of an unbreakable non-detection spell while disguised.