From Compendium of Worldly Lore
Requirements
Skills: Bluff (8 ranks ) Diplomacy (4 ranks), Disguise (8 ranks), Forgery (4 ranks), Gather Information (4 ranks), Sense Motive (4 ranks)
Feats: Skill Focus (Bluff)
Summary
Some adventurers glory in their reputations - the wider their exploits are known, the happier they are. By contrast, the spymaster prefers to avoid attention. She does her work quietly and in private, keeping well away from public scrutiny. To allay suspicions, she often maintains a cover identity by pretending to be a member of some other character class - typically the one in which she began her career. Rogues make excellent spymasters because of their generous skill allotments and their propensity for stealth. Likewise, rangers have an edge when operating as spymasters in outdoor surroundings. in truth, however, characters of any class may become spymasters - the more unlikely the combination may seem, the better the cover it provides. Some wizards and sorcerers use their spellcraft as a cover for subterfuge, and some barbarians are far more subtle than they may seem. Spymasters may also be of any alignment. They range from self-serving information brokers who sell their services to the highest bidder to high-minded moles who penetrate and destroy corrupt organizations.
Role: Utility
Characteristics: Deep undercover agents with a variety of identities that are resistant to exposure
Source: Complete Adventurer
Game Rule Information
The Spymaster has the following game statistics.
Abilities: Dexterity and Intelligence are the big two stats you need as you need to be stealthy and have a wide variety of skills that you can use in order to conduct your missions
Alignment: Any
Hit Die: d6
Starting Gold: N/A
Class Skills
The Spymaster's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Spymaster.
Weapon and Armor Proficiency: A Spymaster is proficient with whatever they were already proficient with prior to taking levels in this class.
Cover Identity Ex: A typical spymaster wishes to keep her true profession secret, so she pretends to be a simple rogue, ranger, or the like. In addition to allaying her companions' suspicions, maintaining a cover identity also leads opponents to underestimate the spymaster until it is too late. At 1st level, a spymaster establishes one specific cover identity (such as Murek the tailor from Sumberton). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. At 4th level and again at 7th level, the spymaster can maintain one additional cover identity that provides the same circumstance bonuses as the first.
Should the spymaster wish to "retire" a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the professions pretended, though required ranks (see below) can bolster skills in the chosen areas. However, the spymaster must be careful to choose identities that can withstand regular scrutiny.
Undetectable Alignment Ex: The web of different identities and agendas inside the spymaster's mind makes it impossible to detect her alignment via any form of divination once she reaches 2nd level. This ability functions exactly like an undetectable alignment spell, except that it is always active. Only divinations are confounded; spells that function only against certain alignments, such as protection from evil and holy smite, affect the spymaster normally.
Quick Change Ex: By 3rd level, the spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and put on or take off armor in one-half the normal time.
Scrying Defense Ex: Starting at 2nd level, a spymaster adds her class level to Will saves against divination (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells.
Magic Aura Sp: At 3rd level, a spymaster gains the ability to use Nystul's Magic Aura at will with a caster level equal to her class level. Most spymasters use this ability to shield their own magic items from detection.
Sneak Attack Ex: Beginning at 3rd level, a spymaster deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level. See the rogue class feature. If a spymaster gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Slippery Mind Ex: Starting at 4th level, a spymaster has a second chance to wriggle free from any enchantment spells and effects.
Dispel Scrying Su: At 5th level and higher, a spymaster can dispel a scrying sensor as if casting a targeted greater dispel magic. Her caster level is equal to her class level + 10. She can use this ability a number of times per day equal to 3 + her Intelligence modifier.
Deep Cover Ex: At 7th level, a spymaster becomes able to quiet her mind and completely immerse herself in her cover identity. While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing relating to her spymaster persona.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Cover identity, undetectable alignment |
2nd | +1 | +0 | +3 | +0 | Quick change, scrying defense |
3rd | +2 | +1 | +3 | +1 | Magic aura, sneak attack +1d6 |
4th | +3 | +1 | +4 | +1 | Cover identity, slippery mind |
5th | +3 | +1 | +4 | +1 | Dispel scrying |
6th | +4 | +2 | +5 | +2 | Sneak attack +2d6 |
7th | +5 | +2 | +5 | +2 | Cover identity, deep cover |
Adaptation
Nearly undetectable and constantly covering their tracks, spymasters are easily included in a campaign as single NPCs or villains. Spymasters work best on their own or with a small group of adventuring companions of other classes, so incorporating them into a campaign doesn’t usually involve creating spymaster specific organizations. Rather, spymasters serve as the eyes and ears of many organizations. Several organizations might make use of one or more high-level spymasters to train other members, keep tabs on rival organizations, and undertake special missions not suitable for the talents of their regular members. Every kingdom has or wants as many spymasters in its employ as possible, and many who have the talent for such work find themselves carefully watched and encouraged by agents of the crown.