Master Spy Class

The Master Spy is among the top operatives of the Bothan Spynet; a motivated, self-sufficient agent with the ability to appear perfectly innocent – not just temporarily, but for years or even decades. Master Spies blend into the surrounding population, becoming trusted members of the community, and in some cases influential members of the society they’ve been assigned to infiltrate. Bothan, agents have achieved high positions in the Hutt criminal syndicate and the Corporate Sector, and Human agents working for the Bothans have become Imperial officers.

Obviously, Master Spies never reveal their true allegiance – or, for that matter, that they work for anyone at all. Misdirection and obfuscation are the watchwords of the Bothan Spynet, and Master Spies know that if they are caught, they must deny every accusation until their dying breaths. To be truly successful, a Master Spy must be a good liar, a good listener, and a great judge of character.

Requirements
To qualify to become a Master Spy for the Bothan Spynet, a character must fulfill the following criteria.
Skills: Bluff 8 ranks, Gather Information 8 ranks, Read/Write Language (Bothese), Speak Language (Bothese)
Feats: False Identity
Bothan Sympathy: +4
Special: Only characters who have joined the Bothan Spynet can become Master Spies

Game Rule Information
Vitality:
A Master Spy gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Master Spy’s Class skills, and the key abilities for each skill, are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Knowledge* (Int), Listen (Wis), Read/Write Language, Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following are features of the Master Spy prestige class.

Starting Feats
The Master Spy gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Vibro Weapons)

Bonus Class Skill
At 1st level, a Master Spy may designate any one cross-class skill (except for a Force-related skill) as a class skill. This represents an area of expertise the Master Spy picks up due to the demands of his unusual and adaptive career.

Popular
At 2nd level, the Master Spy has learned to endear himself to a crowd, and thus pick up information more effectively. The cost of the Master Spy’s Gather Information checks is reduced by 10% for every level he has in this class.

This reduction in cost also applies to the additional cost for gaining a circumstance bonus to the check.

False Loyalty
At 4th level, the Master Spy can appear so devoted to another faction that he can join that faction without leaving the Bothan Spynet. He must have sufficient Sympathy to join that faction (this Sympathy can be acquired under a false identity, using the False Identity feat). Joining a second faction allows the Master Spy access to members of that faction. The Master Spy must still meet the prestige class’ other requirements.

Six Questions
One of the tenets of the Bothan Spynet’s basic philosophy is a concept known as “the Six Questions”. Members of the Bothan Spynet who master this ability learn to glean more information from less data – asking fewer questions, and analyzing the answer holistically to get the same result as asking many more questions. At 5th level, the Master Spy can use the technique to reduce the time for a Gather Information check to 1 hour.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +2 +1 Bonus Class Skill +2 +0
2 +1 +2 +3 +2 Popular +3 +1
3 +2 +2 +3 +2 +3 +1
4 +3 +2 +4 +2 False Loyalty +4 +2
5 +3 +3 +4 +3 Six Questions +4 +2
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