Spymaster

Spymasters do their work quietly and in private, and they often have a cover identity.
==== Requirements ====
Skills: Bluff 5 ranks , Diplomacy 1 ranks , Disguise 5 ranks , Knowledge (local) 1 ranks , Sense Motive 1 ranks
Feats: Skill Focus (bluff)
==== Hit die ====
d6
==== Skill points ====
8 + Int
==== Class Features ====
Weapon and Armor Proficiency: Spymasters are proficient with all simple and martial weapons and with light and medium armor. 
Cover Identity (Ex): A spymaster has 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. A spymaster can add an additional cover identity to her repertoire at 4th level and another at 7th level. Should a 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. Thus, a spymaster must be careful to choose identities that can withstand ordinary scrutiny
Undetectable Alignment (Ex): The web of different identities and agendas inside a spymaster’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.
Quick Change (Ex): By 2nd level, a 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 don or remove 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, page 50 of the Player’s Handbook. 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. See the rogue class feature, page 51 of the Player’s Handbook. 
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.
=== Advancement ===
Level	BAB	Fort	Ref	Will	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
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
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 	 	
Speak Language 	None 	 	
Spot 	WIS 	 	
Swim 	STR 	 	
Tumble 	DEX 	 	
Use Magic Device 	CHA 	 	
Use Rope 	DEX