Worry less about the Bluff check and more about the Disguise check
The skill Disguise says
If you don't draw any attention to yourself, others do not get to make Perception checks [to penetrate your disguise]. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.
A familiar masquerading as a guard and doing guard things isn't being suspicious, so such a creature should have a pretty easy time infiltrating most generic fantasy compounds. The typical mastermind's fantasy fortress offers hordes of nameless guards as living set dressing, so another (disguised) dude in a guard uniform just won't make anyone suspicious so long as the infiltrator doesn't try anything wacky. The familiar need only stay under the radar, using its (and its master's) skills to perform the tasks it's bidden while out of sight of the real guards.
Hence the culture of the assumed fortress matters. A fortress full of militant, affectionate nudists, for example, would be a much more challenging infiltration target for the familiar than the Death Star.
Bear in mind that most familiars are, at their largest, Small (for example, the peacock and the wallaby), so unless the witch or the familiar is capable of some kind of enduring size change magic (perhaps like that which once may have been used on humanity's ultimate infiltrator, Chicken Boo), infiltration of most humanoid settlements will be impossible unless the population is unreasonably and consistently short. (Exceptions for Small races like gnomes and halflings notwithstanding.)
Give the familiar a good story for when the masquerade is blown
The key, then, for a familiar with a poor Bluff skill bonus that's nonetheless used as an infiltrator is to interact with others only enough not to arouse suspicion. With this in mind, the Bluff check should only happen when the familiar is detected as an infiltrator—that is, when the familiar's disguise is penetrated.
As long as the familiar's doing what it's supposed to be doing as per the role it's assumed, there should be no reason to lie. If asked, "Why are you here?" in a place where it's not supposed to be, for example, "I thought I heard something," is a bad lie on the familiar's part, but, "Seeing if the exits are secure," might actually be the truth. It's worthwhile rehearsing such obfuscations before ordering the familiar to commit something dangerous.
The real problem is the higher-end security measures a paranoid mastermind can take. If a dispel magic is cast on everyone entering until each being has no magic on it, or if true seeing is used at every roll call, or if the mastermind employs suspicious experts with absurd Perception skill bonuses, then the familiar may get lucky for a while but eventually must use that Bluff skill. The best option is probably the familiar claiming it's a guard that was magically transformed and forbidden to speak about the event lest the affliction worsen like that crazy witch claimed it would.
Rules suggestion: A witch needs the familiar to prepare spells
A witch needs that familiar a lot. It's not so much the risk of a witch's familiar dying—although that sucks—, but that the witch can't prepare spells until the familiar's return. However, other classes can (more or less) take or leave their familiars. Consider using those classes instead. It still sucks if the familiar dies, but at least the masters aren't also low on spells while the familiar's gone.
Unless the campaign's system-savvy, there's a better option
There's nothing wrong with playing a campaign in which the characters are aware of the rules of their universe and their absurdity. (Webcomics authors in particular take great joy in writing strips about such things.) Unlike D&D 3.5, there's no 10%-either-way rule for Pathfinder's Disguise skill, and turning this into a plot point tells the players not to take the game so seriously. I mean, after all, a snake in Groucho glasses became captain of the guard after a particularly good Disguise skill check.
But if that's not what you're aiming for, familiars will be more successful infiltrating settlements disguised as local wildlife rather than as human-shaped guards. This is both less suspicious and requires less interaction, even though the familiar may still end up an orc's lunch.