Master Spy

Nature: Prestige Class
Concept: An espionage expert specializing in disguises and striking swiftly from the shadows.

Unparalleled practitioners of deception, master spies rely on deceit and trickery over brawn and spells. A master spy is an expert at both magical and nonmagical means of evading detection, and quick-witted when it comes to improvisation. Master spies may serve countries or private interests, or sell their services to the highest bidder without a thought to long-term loyalty.

Versatility and adaptability are the watchwords for espionage, and successful master spies let others complete their deception for them, subtly drawing targets into their machinations.

Level Progression

lvl Class Features Snk Atck
1 ●Art of Deception ●Master of Disguise +1d6 dmg
2 ●Glib Lie ●Mask Alignment
3 ●Superficial Knowledge ●Nonmagical Aura
4 ●Concealed Thoughts ●Quick Change +2d6 dmg
5 ●Slippery Mind ●Elude Detection
6 ●Shift Alignment
7 +3d6 dmg
8 ●Fool Casting ●Death Attack
9 ●Hidden Mind
10 ●Assumption +4d6 dmg


Skills: Bluff 7, Disguise 7, Perception 5, Sense Motive 5
Feats: Deceitful, Iron Will

Special: Changelings only need 5 ranks in Disguise to qualify for this prestige class, and their racial bonuses to skills (outside of their shapeshifting) are added to their skill ranks when measuring whether or not they fulfill skill prereqs.

Class Traits

Hit Dice: d8. Skill Ranks: 6 +Int mod.
Bab: Medium. High Saves: Reflex & Will.

Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (Geography, History, Nobility, Local, Religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic Device (Cha).

Class Features

1.Art of Deception (Ex): Adds bonus = (class level) to all Bluff, Disguise & Sense Motive checks.

1.Master of Disguise (Ex): ●Can create a disguise in 1/2 the normal time required. ●Penalties from disguising self as a different gender, race, age or size are reduced by 1.

1.Sneak Attack (Ex): This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every 3 levels beyond the first. If they get a sneak attack bonus from another source, the bonuses on damage stack.

2.Glib Lie (Su): Can deceive truth-detecting magic. A creature using this sort of magic against the spy must succeed on a Caster Level check at DC = (15 +master spy’s class level) to succeed, as if she were under the effect of a "glibness" spell. Failure means the magic doesn’t detect the spy’s lies or force her to speak only the truth. This ability does not give the master spy the "glibness" spell’s bonus on Bluff checks.

2.Mask Alignment (Su): Can alter her alignment aura to deceive spells that discern alignment (f.ex. "detect evil"). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a Standard action, and lasts until she changes it again or ends the effect.

3.Nonmagical Aura (Sp): Can use "magic aura" as a spell-like ability twice per day, but only for the purpose of making an object appear nonmagical.

3.Superficial Knowledge (Ex): Give off the impression that they know more than they actually do. Can make untrained Knowledge and Profession checks pertaining to her cover or assumed identity as if she were trained & gets a bonus = (1/2 their level) on these checks.

F.ex: A master spy masquerading as a noblewoman can make untrained Knowledge (history) checks about the kingdom and Knowledge (nobility) checks about its noble and royal families as if she were trained, but she can't make untrained Knowledge (nature) skill checks to identify herbs.

4.Concealed Thoughts (Su): can conceal her schemes from mind-reading magic. When a creature is using "detect thoughts" or similar magic to read her mind, she decides what surface thoughts her opponent detects, and her true surface thoughts remain private.

This ability doesn't protect against mental attacks or mind-reading that delves deeper than surface thoughts.

4.Quick Change (Ex): Can assume a disguise in only 2d4 rounds by taking a –10 penalty on their Disguise check.
8th level: This penalty drops to –5.

5.Elude Detection: Can befuddle divinations used against her as if she were under the effect of a "nondetection" spell, at CL = (character level).

She can suppress or resume this protection as a Standard action. If dispelled, the spy can't resume the "nondetection" for 1d4 rounds.

5.Slippery Mind: Can slip away from mental control. This functions as the advanced rogue talent of the same name. If the spy has the "slippery mind" ability from another class, these abilities stack, but she can still only use "slippery mind" once per round.

Slippery Mind (Ex): If you're affected by an enchantment spell or effect and fail the saving throw, you can attempt it again 1 round later at same DC. Only gives this one extra chance to succeed on it.

6.Shift Alignment: When she assumes a false alignment, she can choose to have all spells and magic items affect her as though she were that alignment; this includes helpful and harmful effects.

For example: A neutral good master spy can shift her aura to lawful evil so she can pass through a doorway that shocks creatures that aren’t lawful evil; if hit by "holy smite" with this shifted aura, she takes damage as if she were evil.

A master spy can change her alignment aura from a masked alignment (as per her 2nd-level class feature, where effects still function based on her actual alignment) to a shifted alignment (as per this ability, where effects function based on her assumed alignment) as a Standard action. Shifting her alignment aura is a standard action, and lasts until she changes it again or ends the effect.

8.Fool Casting (Su): Can trick an opponent into believing that she has been charmed or dominated. When the master spy succeeds at a saving throw against a magical effect that provides ongoing control (f.ex. "charm person", "dominate person", or a vampire’s "dominate" ability), she can allow the spell to take partial effect.
●To the caster, it appears that the spy failed her saving throw, but the spy is not under the caster’s control.
●If the spell provides a telepathic link, it functions normally, but the spy is under no obligation to follow the caster’s commands.
●The master spy can dismiss a fooled spell as a standard action.
●Fooled casting can be used when the spy succeeds at a subsequent saving throw against an ongoing effect, such as that granted by "slippery mind".

8.Death Attack (Ex): If a spy studies their victim for 3 rounds & then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (soy’s choice). Studying the victim is a Standard action. The death attack fails if the target detects the spy or recognizes the spy as an enemy (although the attack might still be a sneak attack if the target is denied their Dex bonus to AC or is flanked).

If the victim of such a death attack fails a Fortitude save (DC 10 +spy's class level +Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered "helpless" and unable to act for 1d6 rounds +1 round per level of the spy. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the spy has completed the 3 rounds of study, they must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes their save) or if the spy doesn't launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before they can attempt another death attack.

If the master spy has levels in another class that grants the "death attack" ability, these levels stack with her master spy level to determine the DC of her death attack, even if she hasn't yet gained the "death attack" ability from the Master Spy prestige clas.

9.Hidden Mind (Sp): Gains the benefit of a constant "mind blank" spell, at CL = (character level).
●Can suppress or resume this protection as a Standard action.
●If dispelled, the spy can't resume the "mind blank" for 1d4 rounds.

10.Assumption (Su): The ultimate ability of the master spy is to take over another persona entirely, making it her own. As a Full-round action, the spy can touch a helpless creature and shift her aura to that of her target.

This confuses divination effects and spells, even ones as powerful as "discern location", such that they register the spy as being the creature she has touched. This ability is not proof against the actions of deities or similarly powerful beings.

The assumption of an identity lasts until the master spy ends it (a Standard action) or she uses the ability on another creature.

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