Agent (Apath)

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Unofficial rules compendium

Contents

Agents are undercover operatives.

Background

Various organizations—from nation-states to trade syndicates—employ many and varied operatives in their ongoing plots to achieve wealth and dominion throughout the world. Agents are the chief instruments in this endeavor—hiding underhand interests and activities behind a charming smile.

While sometimes engaged in larceny or thuggery, the true currency of an agent is information, influence, and inscrutability. By keeping the opposition guessing at their true motives, agents can make the enemy deploy their resources futilely or against a third party, while the agent achieves their true objective unopposed.

As surely as there are agents loyal unto death, there are others who take off on their own, those apprenticed to various renegades, and even autodidacts who taught themselves. This makes the world of the agent dangerous and chaotic—there is no way to know who will oppose the agent next. The socialite you romance and the enemy you fight might well be the same person—but will either of you recognize the other before it is too late?

Controlling agents is like herding cats. Agencies try to keep tabs on their agents, but the training agents receive make them very hard to track and control. Organizations don't send assassins after every agent that leave the fold, but they certainly will if the former agent crosses them without gaining the protection of a rival organization.

Agents and intrigue are a mark of civilization, and almost all agents are from civilized lands. Their secret identity is useless with barbarians who blame any unfortunate event on the nearest outsider anyway, proof be damned.

Agents of Porphyra

There are many factions on Porphyra that employ agents, this class is actually quite common in civilized areas. The Clockwork Lands and the Trade Consortium of Blix are the worst hotbeds of intrigue, and both these nations employ agents to spy on other lands, which in turn prompts these countries to create their own counter-agents.

Example Organizations

Some organizations that train agents and the abilities they teach.

Terrin Finishing School Located in the capital of the Trade Consortium of Blix, what seems to be a cultured academy for girls actually has spycraft on the curriculum. The school favors the bard, occultist, and rogue career options, the cat, double agent, and spy specializations, and the conceal thoughts, fool charm, master of disguise, and hard to fool secrets.

Clockwork Constabulary Tasked with the impossible job of keeping the law in the Clockwork Lands, the constabulary is a result of so many compromises that its agents have very little actual authority. Seen as a politically and financially dead-end career by opportunists, the few agents of the constabulary are actually devoted souls with a true dedication to justice. Because of their lack of authority, they must either prove a criminal's culpability so thoroughly that the corporations give them up, or kill suspects for "resisting arrest". The clockwork constabulary favor the elixirs and munitions careers, the delver and detective specializations and the deductive examination, eye for detail, follow clues, and pierce deception secrets.

Mounts of the Midlands An unofficial and unsanctified secret police in the Midlands, the mounts navigate the class society with deft ease, peasants one day, lords the next. They are named after Gerana's holy animal, the warhorse. The question is, who is the rider, who controls the mounts? They favor the magus and rogue careers, the cat and ruminator specializations, and the cloud mind, expeditious advance, master of disguise, and move with crowd secrets.

Gold Talons are agents of the abolitionist Gold Legion, along with the gold corsair (a mariner organization), gold falcon, and gold legionnaire. Gold talon agents are the deal-makers and informants of the gold legion. As neutral parties that are not part of any regiment or crew, they are trusted to settle internal disputes. Gold talons don't favor any particular career, but almost always have the gold talon specialization. They favor the dead drop, many hats, resourceful rowdy, and unassuming presence secrets.

Paradigm Devils are sophisticated gentleman-thieves from the city of Paradigm in Azag-Ithiel. Originally a circle of Kurabn admiring heroes, what became the paradigm devils turned into a social club that used thefts to humble overly haughty citizens—or use this excuse for their larceny. The name comes from an incident when a kobold thief was mistaken for a devil and was able to escape in the confusion, making a very good story. Paradigm devils are most common in the Newlands of Azag-Ithiel, but have spread, primarily to the neighboring civilized countries: The Jheriak Continuance and the Clockwork Lands, but many are globetrotters. Some establish enclaves elsewhere, naming themselves for a local metropolis, such as Bossom Devils or Barbledrum Devils. Paradigm devils favor the elixirs, occultism, and rogue careers, the treasure finder specialization, and the deal with guards, evade pursuit, fencing, glass wall, healer's hands, waters bounty, and woodcraft secrets.

Serpent Society A mercantile guild that has spun off into tomb raiding and monster hunting, the serpent society uses subterfuge and intimidation as their main tools. They favor the bard and rogue careers, the double agent and treasure finder specializations, and the bluster, conceal thoughts, hidden stash, and trap master secrets.

Society of Field Delvers Considering themselves high above simple treasure hunters, the Society of Field Delvers was originally based in the university of Braigheach in the Holdfast of the Celestial Parishes and the ideals of the society has since spread to most centers of learning. Beginning as an attempt to explore, record, and publish the glories of the past, the society has since split into numerous factions with different agendas, but all paying at least lip service to the goal of finding and spreading information. The society is very diverse in abilities but has some favorites; the bard, elixirs, and occultist careers, the delver, field agent, and treasure finder specializations, and the hard to fool, know thy enemy, resourceful disabler, and trilling escape secrets.

Class Information

Killing the Rogue?
Skilled, with better saving throws, the option to learn sneak attack, and many rogue-like secrets, it would seem the agent outshines the rogue in every way. Yet the rogue still has more skill points and the unchained rogue has more combat abilities.

This is a prestige archetype built on the following prestige archetypes:

Alignment: Any. There are all kinds of agents, with all kinds of motivations. Lawful agents work for the organization that trained them, but many agents left—or outlived—their organization and are now free agents. Chaotic agents escaped or were never part of an organization.

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The agent’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

The following are all the class features of the agent.

Weapon and Armor Proficiency

An agent is proficient with simple weapons, plus the hand crossbow, long sword, rapier, sap, scorpion whip, short sword, sword cane, and whip. She is also proficient with light armor, but not with any shields.

Career Choice

At 1st level, an agent chooses a career for her illicit activities, picking one of the options below.

  • Bard: The bard agent casts arcane spells from the bard spell list. She learns and casts these spells as a magus. This includes the effects of Intelligence on spellcasting, preparing spells in advance, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. The bard agent's spells per day are given on Table: Agent.
  • Elixirs: The agent gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to their class level, can identify potions, and can create and use extracts in the same manner an alchemist does. This is the same as the alchemist's alchemy ability. Alchemy includes bonus extracts for high Intelligence, having a formula book and gaining formulas at level 1 and with each new level. The agent cannot create bombs or mutagens. Her extracts per day are the same as the spells per day given on Table: Agent except that there are no level zero alchemist extracts, ignore the level zero spells column of Table: Agent.
  • Magus: The agent learns, prepares, and casts arcane spells as a magus. This includes the effects of Intelligence on spellcasting, preparing spells in advance, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. Her spells per day are given on Table: Agent.
  • Munitions: The agent gains the alchemist's bomb and throw anything class features. She also gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to her class level and can identify potions, as the alchemist's alchemy ability. The munitions agent cannot use alchemy to create extracts or mutagens. A munitions agent is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Agent.
  • Occultist: The agent learns and casts psychic spells as an occultist. This includes implement schools, knacks, spontaneous spells, and the effects of Intelligence on spellcasting. Occultist agents do not gain any mental focus or focus powers from their implements. At 1st level, an agent learns to use two implement schools. At 2nd level and every 4 class levels thereafter, the agent learns to use one additional implement school, to a maximum of seven schools at 18th level. Her spells per day are given on Table: Agent. At level 7 an occult agent gains the occultist's object reading class feature.
  • Rogue: The agent gains certain rogue class features as she advances in level: sneak attack at level 1, uncanny dodge at level 4, evasion at level 7, improved uncanny dodge at level 10, and improved evasion (as the advanced rogue talent) at level 13. She uses these abilities as a rogue of her agent level, including increasing sneak attack damage. An agent that picks rogue as her career choice is not a spellcaster, has no caster level, and ignores the spells per day entries on Table: Agent.

Cover Identity (Ex)

An agent hides her true identity, allowing her to move about all social circles. In effect, the agent has two identities: one is a polite member of society while the other is a skilled and cunning agent. Until she gains the seamless guise ability at level 5, an agent in her cover identity tends to stay in the background to avoid drawing attention to her social identity.

To keep up this charade, the agent usually has two names: her social name, used in polite company, and her code name, used in secret dealings and correspondence. Knowledge checks about one do not reveal information about the other, unless the agent’s cover has been revealed to the world at large.

The agent can start each day in either of her identities, referred to simply as social or agent. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the agent’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering her hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the agent to be in her social identity, an agent who uses agent abilities in her social identity risks exposing her secret.

Despite being a single person, an agent’s dual nature allows her to have two alignments, one for each of her identities. When in an identity, she is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, she is only eligible if both of her alignments meet the requirements.

An agent’s two alignments cannot be more than one step from each other on a single alignment axis. For example, an agent with a lawful neutral social identity could have an agent identity that is lawful good, lawful neutral, lawful evil, or neutral. If an agent is the target of an effect that would change her alignment, it changes both of her alignments to the new alignment.

Any attempts to scry or otherwise locate the agent work only if the agent is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

This the same as the vigilante dual identity ability and works with abilities that work with dual identity.

Preparation Pool (Ex)

The operations of an agent are meticulously planned and prepared. This attention to detail can augment skill checks and ability checks. The agent has an preparation pool equal to 1/2 her agent level + her Intelligence modifier (minimum 1). An agent’s preparation pool refreshes each day, typically after she gets a restful night’s sleep. As a free action, she can expend one use of preparation from her pool to add 1d6 to the result of a single check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An agent can only use preparation once per check or roll. Preparation is also used to power many secrets (see below).

Preparation can also be used on attack rolls and saving throws, at the cost of expending two uses of preparation each time from the agent's pool. In the case of saving throws, using preparation is an immediate action rather than a free action.

This is a variant of the investigator's brilliant inspiration class feature and works with anything that works with brilliant inspiration.

Secrets

At 1st level, 2nd level, and every 2 levels thereafter, the agent learns secret techniques and methods. Effects (including spell-like abilities) that allow a saving throw have a DC equal to 10 + half the agent’s class level + the agent’s Intelligence modifier. The caster level of spell-like abilities used this way is equal to the character’s class level, and the effective spell level of such abilities are half the agent's class level, regardless of the spell's normal level. Secrets are described in their own section, below.

Specialization

At first level, an agent must select a specialist role, which decides which skills she can use with preparation without expending points from her preparation pool. Specialization options are described in detail below.

At 3rd level the agent gains specialist focus, an intuitive ability helps her survive while performing her specialty. This usually gives a Dodge bonus on AC and a bonus on Reflex saves, but only under certain circumstances. This bonus increases by 1 at level 6 and every three levels thereafter. Certain specializations give entirely different benefits.

At 4th level this also gives the agent a tactical ability useful to perform her role in combat.

Restore Cover (Ex)

At 3rd level, if the agent's cover identity is blow or she wishes to abandon it, she can develop a new cover when she advances in level. When this choice is made, she immediately loses all of the benefits from her old cover. She must then work to establish her new cover for one entire level without gaining any benefits. Once accomplished, she can use the new cover identity.

Seamless Guise (Ex)

At 5th level, the Agent knows how to behave in a way that appears perfectly proper and normal for her current identity. Should anyone suspect her of being anything other than what she appears to be while either in her social or agent identity, she can attempt a Disguise check with a +20 circumstance bonus to appear as her current identity, and not as her other identity. This the same as the vigilante ability of the same name.

Cloud the Mind (Su)

At level 7th level an agent becomes incredibly difficult to find. All divination spells cast against the agent require a caster level check (DC 11 + the agent's class level) in order to register the agent at all.

Second Cover (Ex)

At 10th level the agent has developed a second cover, as elaborate as the first. This works just as cover identity, but is a new, completely separate identity. This can even be the identity of an existing person that is unable or unwilling to call out the secret.

Hide in Crowds (Ex)

At 13th level the agent can use the Stealth skill even while being observed as long as she is in a crowd or there are at least 5 other creatures of the agent's creature type within 10 ft.

Second Specialization (Ex)

At 17th level the agent masters a second specialization, gaining all the benefits. If the agent has the cross training secret for the newly acquired specialization, exchange cross training for another secret.

City Slick (Ex)

At level 19th level an agent use the Stealth skill to hide in any urban, ruins, or dungeon setting, even while being observed.

True Preparation (Ex)

At 20th level, an agent can use preparation on all skill checks—even ones she isn’t trained in—and all ability checks without spending preparation points.

In addition, whenever she expends preparation on an ability check, attack roll, saving throw, or skill check, she adds 2d6 rather than 1d6 to the result. If using the amazing preparation secret, she rolls 2d8 instead.

Exchange any cross training or unconventional preparation secrets the agent knows for other secrets of her choice.

Table: Agent

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Career choice, cover identity, preparation pool, secret, specialization 3 1
2nd +1 +0 +3 +3 Secret 4 2
3rd +2 +1 +3 +3 Restore cover, specialization focus 4 3
4th +3 +1 +4 +4 Secret, specialization (tactic) 4 3 1
5th +3 +1 +4 +4 Seamless guise 4 4 2
6th +4 +2 +5 +5 Secret, specialization focus 5 4 3
7th +5 +2 +5 +5 Cloud the mind 5 4 3 1
8th +6/+1 +2 +6 +6 Secret 5 4 4 2
9th +6/+1 +3 +6 +6 Specialization focus 5 5 4 3
10th +7/+2 +3 +7 +7 Secret 5 5 4 3 1
11th +8/+3 +3 +7 +7 Second cover 5 5 4 4 2
12th +9/+4 +4 +8 +8 Secret, specialization focus 5 5 5 4 3
13th +9/+4 +4 +8 +8 City slick 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Secret 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Specialization focus 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Secret 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Second specialization 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Secret, specialization focus 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Hide in crowds 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Secret, true preparation 5 5 5 5 5 5 5

Specialization

The following specialized roles are available to agents.

Bruiser

The bruiser is a wolf among sheep, a master of crowd combat.

Preparation (Ex): The bruiser can use preparation on Acrobatics checks, Intimidation checks and on Knowledge checks made to identify enemies without expending preparation points.

Specialist Focus (Ex): The bruiser learns to play her enemies against each other. At third level, the bruiser gains a +1 dodge bonus to Armor Class and Reflex saves when she is in a square with crowds, outflanked, or when she outflanks an enemy. These bonuses rise to +2 when the agent reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level a bruiser can spend a point of preparation to improve her Armor Class against a single attack. This is not an action and can be done after the attack roll, but before verifying a critical threat or calculating damage.

Cat

The cat is an intrusion agent, specialized in bypassing security by unexpected means.

Preparation (Ex): The cat can use preparation on Acrobatics, Climb, Escape Artist, and Swim checks without expending preparation points.

Specialist Focus (Ex): The cat learns to move in unexpected ways. At third level, the cat gains a +1 dodge bonus to Armor Class and Reflex saves in a round when she made a successful Acrobatics, Climb, or Escape Artist skill check. These bonuses rise to +2 when the cat reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level a cat does not lose her Dexterity bonus to Armor Class when using the Acrobatics, Climb, or Escape Artist skills. She can use Acrobatics while moving at full speed and Climb while moving at half speed with no penalties.

Delver

The delver is a research and facts agent, finding new opportunities and helping her team to exploit them

Preparation (Ex): The delver can use preparation on Appraise, Knowledge (any), Linguistics, and Spellcraft checks without expending preparation points.

Specialist Focus (Ex): The delver's lore offers defensive advantages. At 3rd level, the delver gains a +1 dodge bonus to Armor Class against creatures she has successfully identified using a Knowledge skill and a +1 bonus on saves against spells and spell-like abilities she has successfully identified using Spellcraft. These bonuses rise to +2 when the delver reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level a delver can spend a move action to re-roll a Knowledge check made to identify a creature, as long as she can see the creature to be identified.

Detective

The detective is an investigation and counter-intelligence agent, often found working with police and security. The detective also gains an advancing understanding of their targets that aid in the final defeat.

Preparation (Ex): The detective can use preparation on Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information without expending preparation points.

Specialist Focus (Ex): At 3rd level, the detective’s insight allows her to predict and counter an opponents’ attacks. As a full-round action, she can designate an opponent as the target of this ability, gaining a +1 insight bonus to AC against that opponent’s attacks. She need not see the target to designate a target, she need merely have uniquely identified the target, such as identifying a criminal at a crime scene. The ability lasts for the rest of the current day or until the detective agent selects a new target.

After an attack from the designated target misses her or she successfully saves against one of the target's spells or effects, the detective can spend an immediate action to make a single melee attack or cast a single spell with a casting time of one standard action or less against that opponent as long as it is a legal target. The detective gains a +1 insight bonus on the attack and damage roll and a +1 insight bonus on the save DC of a spell used. A spell used this way can only ever affect the chosen target, even if it would normally affect multiple targets or an area. The target is denied its Dexterity bonus to armor class against this attack, as if the detective had successfully used the Bluff skill to feint. The insight bonuses rise to +2 when the detective reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Sp): At 4th level a detective can cast detect magic at will as a spell-like ability (caster level equal to her class level). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).

Double Agent

The double agent is charming and able to fit well into any occasion. She infiltrates other groups and provides vital information to other agents and operatives. She might also act as a contact, employer, or a liaison. In a dangerous situation she usually tries to talk her way out.

Preparation (Ex): The double agent can use preparation on Diplomacy, Knowledge, and Sense Motive checks without expending preparation points.

Specialist Focus (Ex): At 3rd level, a double agent gets a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class in any round when she uses the total defense action. These bonuses rise to +2 when the specialist agent reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level, when she uses the total defense action in combat, she can also use the Bluff, Diplomacy, or Sense Motive skills as if she spent a full-round action using them.

Field Agent

Field agents are trained and sponsored by the society of field delvers and rare outside that organization. They focus on getting a team to where it needs to, on mapping, and on making action reports. They become masters at using magic items known as wayfinders. These items function as a compass, and field agents use them to find their way, but they are also magic items.

Preparation (Ex): A field agent can use preparation on Disable Device checks, Knowledge (geography) checks, and on Perception checks without expending a use of preparation.

Specialist Focus: At 3rd level and every 3 levels thereafter, a field gains a bonus feat. She must meet the prerequisite for these feats, and must choose either Skill Focus or a teamwork feat. In addition, at the same levels, the field agent can add an additional ability to her wayfinder. If a field agent loses her upgraded wayfinder, she can purchase a new one at the normal cost plus 50 gp for each field agent level she possesses, keeping all previously selected upgrades.

A field agent can choose from the wayfinder upgrades listed below. Any upgrades that grant additional spell effects use the wayfinder’s caster level or the field agent’s class level (whichever is higher) to determine effects that depend on caster level.

  • Dancing Lights (Sp): The field agent can use her wayfinder to cast dancing lights at will.
  • Daylight (Sp): Once per day, the field agent can use her wayfinder to cast daylight. This upgrade can be selected more than once. Each additional time it’s selected, the field agent gains another use of the spell per day.
  • Flask (Ex): A hidden compartment is carved into the wayfinder’s casing, allowing a single potion, oil, or dose of poison to be hidden within. The flask is lead-lined to foil detection spells. This substance can be retrieved with a swift action that doesn’t provoke attacks of opportunity (as opposed to the normal move action required to retrieve a stored item). Drinking the potion or applying the oil or poison still requires a standard action that provokes attacks of opportunity. The field agent gains a +4 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking her to detect items in the hidden compartment.
  • Hidden (Sp): A field agent with this upgrade can, three times per day, turn her wayfinder invisible and mask its magical aura as if it were under the effects of invisibility and magic aura. Each time this effect is used, it lasts for up to 1 hour per 2 class levels the field agent possesses (minimum 1 hour), and can be dismissed by the field agent as a move action.
  • Message (Sp): The wayfinder can be used to cast message at will.
  • Shielding (Sp): Once per day, the field agent can activate her wayfinder to gain a +2 deflection bonus to AC for a number of minutes equal to her agent level. This bonus increases by 1 for every 6 class levels the field agent possesses.
  • Silence (Sp): Once per day, the field agent can use her wayfinder to emit an aura of silence, as the spell. The silence effect must be centered on the wayfinder. This upgrade can be selected more than once. Each additional time the upgrade is selected, the agent gains another use of the spell per day.
  • Stabilize (Sp): The wayfinder can be used to cast stabilize at will.

Tactics (Ex): At 4th level all of the field agent’s allies are treated as if they possessed the same teamwork feats as the field agent for the purpose of determining whether the field agent receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the field agent to receive the listed bonus.

Gold Talon

Gold talon agents are agents of the international abolitionist Gold Legion. This specialization is generally not available outside the legion, and never to agents of evil or lawful alignment. The gold talon agent has a golden tattoo on a hidden location that shows her allegiance to the Gold Legion. The gold talon tattoo is sponsored by Talo, an azata lord. If the gold talon changes to an evil or lawful alignment, the magic tattoo turns a shoddy brown, which negates the specialist focus and tactics abilities.

Preparation (Ex): A gold talon agent can use preparation on Acrobatics, Disguise, and Sense Motive skill checks without expending a use of preparation.

Specialist Focus (Sp): As a gold talon agent gains levels, her gold talon agent tattoo gains enhancements, allowing her to use certain spell-like abilities. At 3rd level and every 3 levels thereafter, the gold talon agent chooses one of the spells for that or a lower level as a spell-like ability. Each use of any of these abilities cost one preparation point, has a caster level equal to the agent's class level, and a save DC of 10 + 1/2 the agent's class level + the agent's Intelligence modifier.

3rd level—disguise self or undetectable alignment;
6th level— alter self or invisibility;
9th level—glibness or secret page;
12th level—modify memory or zone of silence;
15th level—glimpse of truth or seeming;
18th level—mislead or unconscious agenda.

Tactics (Sp): At 4th level, the gold talon agent can hide his magic tattoo. When the gold talon speaks the command word, the tattoo becomes visible for 1 round before fading again. The tattoo is protected by a constant magic aura (sp) when hidden. Revealing the tattoo to abolitionists or slaves is likely to improve their attitude to friendly, an other good creatures that have heard of the legion are likely to have their attitude improved if unfriendly or hostile.

Ruminator

The ruminator is an agent with pretensions of spirituality.

Preparation (Ex): The ruminator can use preparation on Bluff, Intimidate, and Sense Motive without expending preparation points.

Specialist Focus (Ex): A 3rd level ruminator can expend one preparation point to start a throaty chanting that puts her in a light trance, increasing her focus on the task at hand. The ruminator gains a +1 bonus on skill checks with a particular skill chosen when entering the trance as long as she is able to spend a free action each round to continue her chant. This bonus rises to +2 when the ruminator reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Sp): At 4th level, the ruminator can spend one point of preparation to use command (sp). Her caster level is equal to her class level and the save DC is 10 + 1/2 the agent's class level + the agent's Charisma modifier. Using this on a target that cannot use its Dexterity bonus to Armor Class against the agent avoids the preparation point cost.

Scout

The scout is a tireless hunter and tracker, relentlessly pursuing prey and the first to find and explore many valuable locations.

Preparation (Ex): The scout can use preparation on Knowledge, Perception, and Survival checks without expending preparation points.

Specialist Focus (Ex): At 3rd level, a scout gains an intuitive sense that alerts her to danger while on the move. This gives her a +1 bonus on Reflex saves and a +1 bonus to AC as long as she moves at least 10 ft. each round. If the agent is mounted, the mount must move a distance equal to its speed to trigger this ability, but both scout and mount gain the benefit. These bonuses rise to +2 when the specialist agent reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level, if she acts before all enemies in a combat, and makes a successful Stealth check to hide as her first action, she is completely unobserved and enemies do not know of her presence.

Shadow

The shadow is an agent specialized in stealth and surveillance.

Preparation (Ex): The shadow can use preparation on Disguise, Perception, and Stealth checks without expending preparation points.

Specialist Focus (Ex): At 3rd level, a shadow gains the ability to employ terrain expertly, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC as long as she has cover or concealment from the attacker. These bonuses rise to +2 when the specialist agent reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level a shadow can use the Stealth skill even without cover or concealment, but still needs a distraction in order to disappear when observed. This is equivalent to the ranger's camouflage ability.

Smuggler

A smuggler takes responsibility for a large area; a county, coast, border, or road. It is her responsibility to aid other operatives traveling in the area and to frustrate any competition. This generally includes maintaining a number of safe houses. A smuggler might also be responsible for the security of a caravan or other large venture.

Preparation (Ex): The smuggler can use preparation on Appraise, Bluff, Knowledge (geography, local), Profession (driver, sailor), and Ride checks without expending preparation points.

Specialist Focus (Ex): At 3rd level, the smuggler gains the ability to run and dodge simultaneously. When she uses the withdraw action, she gains a +1 bonus on Reflex saves and a +1 dodge bonus to AC. These bonuses rise to +2 when the smuggler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level, in a surprise round, the smuggler can always choose to take the withdraw action, even when she would normally not be allowed to act at all.

Spy

The spy is a method actor able to seamlessly play any role at a moment's notice.

Preparation (Ex): The spy can use preparation on Bluff, Disguise, and Sense Motive checks without expending preparation points.

Specialist Focus (Ex): A spy agent gives the appearance of knowing more than she actually does. Starting at 3rd level, she can make untrained Knowledge and Profession checks pertaining to her disguise as if she were trained and the skill counts as a class skill. For example, a spy agent masquerading as a noble can make untrained Knowledge (nobility) checks and Profession (courtier) checks as if she was trained and the skills were class skills. She also and gains a +1 bonus on Bluff, Disguise, Knowledge, and Profession checks to stay in character. These bonuses rise to +2 when the spy agent reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Tactics (Ex): At 4th level magic that detects aura, alignment, thoughts, or truth, or that would force the spy agent to only speak the truth must succeed on a caster level check against a DC of 10 + the spy agent’s Bluff skill bonus to succeed; failure means the magic doesn’t gain any information or force her to speak only the truth.

Treasure Finder

Treasure finders are specialists in planning and executing heists, robbing strongholds and tombs, deciphering treasure maps, and in safely leading an action team into secure areas.

Preparation (Ex): The treasure finder can use preparation on Disable Device checks, Linguistics checks, and on Perception checks to spot traps without expending a use of preparation. A treasure finder agent can use Disable Device to disable magical traps. If she beats the Disable Device DC by 10 she can bypass the trap (with her party) and leave it functional in place, like a rogue with Trapfinding. She is never flat-footed against attacks by traps. The treasure finder counts as having the rogue's trapfinding ability, but only for prerequisites.

Specialist Focus (Ex): At 3rd level, a treasure finder gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the treasure finder reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Tactics (Ex): At 4th level XXX

Secrets

The following secrets are available to agents.

Ambush

The agent is practiced in the art of ambushing. When she acts in a surprise round, she can take a full-round action, a move action and standard action, or two move actions during the surprise round, not just a move or standard action.

Arcana

Prerequisite: Magus career choice.

An agent that chooses magus as her career choice can select this secret to learn a magus arcana, counting agent levels as magus levels and preparation pool as arcane pool when learning and using these arcana. Talents that relate to magus class features the agent does not have cannot be selected. This secret can be selected multiple times, choosing a new arcana each time.

Bluster (Ex)

The agent takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against her.

Bonus Feat (Feat)

The agent can choose one of the following as a bonus feat: Advanced Ranger Trap, Antagonize, Combat Expertise, Enforcer, Greater Dirty Trick, Improved Dirty Trick, Improved Whip Mastery, Intimidating Prowess, Learn Ranger Trap, Skill Focus (Intimidate), or Whip Mastery. She must meet the prerequisites of the selected bonus feat. An agent can select this secret multiple times, selecting a different feat each time.

Combat Preparation (Ex)

When using preparation on an attack roll or saving throw, the agent expends one use of preparation instead of two.

Conceal Thoughts (Su)

The agent who is targeted with detect thoughts or a similar effect can choose what thoughts are actually detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.

Cross Training (Ex)

The agent chooses a specialization she does not have. She gains the preparation ability of this specialization, but no other abilities. This secret can be selected multiple times, choosing a new specialization each time.

Crucial Taunt (Ex)

Prerequisite: 10th level agent.

The agent can combine smugness and mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuver checks. This secret allows her to spend a preparation point to delay the effect of the successful check for up to 1 day per class level, spending an immediate action to trigger it later. The agent must be within 30 feet of her target to use or trigger a crucial taunt. The agent can only have one simultaneous crucial taunt active against each target, but can affect multiple targets simultaneously. This is a language-dependent effect.

Dead Drop (Ex)

The agent prepares for many contingencies and can tap her underground network for supplies, provided she pays into her dead drop fund beforehand. By spending an hour spreading around coin in any small town or larger settlement, the agent gains the ability to access dead drops of equipment in the field. The agent can pay any amount into her dead drop fund when she does so, but can never have more than a total of 100 gp per class level in her dead drop fund. A dead drop functions as an emergency cache of gear that the agent can access while in the field. Part of the process of paying into the fund includes arranging dead drop locations in areas that the agent suspects she may visit in the future. The agent can take 1d4 hours to seek out the closest dead drop, at which point she can purchase any mundane item from the dead drop, deducting the price from the amount of gold she has paid into the fund at that date. In particularly remote locations, a GM may rule that no dead drops can exist, but the GM should inform the agent of this fact when expeditions to such areas are planned. Each time the agent seeks one out, she must spend the time to find it. At 7th level, it takes the agent takes only 1 hour to locate a dead drop, and her maximum dead drop fund increases to 500 gp/level. At 14th level, it takes the agent only 10 minutes to locate a dead drop, and her maximum dead drop fund increases to 2,500 gp/level.

Deductive Examination (Sp)

The agent can use the spell residual tracking as a spell-like ability.

At 5th level, an agent with this secret learns to extract information from blood and other bodily fluids through extensive alchemical analysis. The agent can use the spell blood biography. When using this ability, any type of bodily fluid or part of a creature’s body will suffice in place of blood.

Each use of this costs one point of resources and has a caster level equal to the agent's class level.

Deal with Guards (Su)

The Agent gains a +5 insight bonus on all skill checks opposed by or targeting city guards, a +2 dodge bonus to her AC against attacks from city guards, and a +2 insight bonus on all saving throws against effects created by city guards. Activating this ability is a swift action that costs one point of preparation and lasts for 10 minutes.

Discovery

Prerequisite: Elixirs or munitions career choice.

An agent that choose elixirs or munitions as her career choice can select this secret to learn an alchemist discovery, counting agent levels as alchemist levels when learning and using these discoveries. Discoveries that relate to alchemist class features the agent does not have cannot be selected. This secret can be selected multiple times, choosing a new discovery each time.

Engineering (Ex)

The agent can leverage her knowledge of engineering to solve tasks that normally require brute strength or keen eyes. She can expend one preparation point as a full-round action to study an adjacent object or 5 ft. square and attempt a Knowledge (engineering) check. On her next turn, she can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area.

Evade Pursuit (Su)

The Agent can spend 1 preparation point as a swift action to gain a +10-foot enhancement bonus to her base speed and the base speed of any vehicle she drives for 1 minute. Whenever the Agent spends preparation to improve a skill check as part of a chase or pursuit, she can expend an additional preparation point to gain the preparation die twice.

Expeditious Advance (Ex)

The agent's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor or light armor and not carrying a heavy load.

Extra Preparation (Ex)

Increase the preparation pool by 2 points. The agent can pick this secret multiple times. The benefits stack.

Eye for Detail (Ex)

The agent's keen eye for detail helps her notice hidden traps, doors, and clues. The agent is entitled to an immediate Perception check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking. This check should be made in secret by the GM.

Fast Forger (Ex)

Part of the agent’s training is the extensive study of the most common bureaucratic documents in major nations and organizations, allowing her to accurately forge documents. When forging a document associated with any government or larger merchant or military organization, she automatically receives a +8 bonus on Linguistics checks to create a forgery (as though she had seen a similar document before). In addition, she makes forgeries in 1/10 the usual time, spending rounds rather than minutes on forging a document. To forge something using a Craft skill in 1/10 the usual time, the agent must work with an object that matches the form of the object to be forged.

Fencing (Ex)

Certain weapons can be worn as accessories. Many agents train with these weapons, eschewing strength for finesse. The Agent can use Weapon Finesse with the dagger, Longsword, and rapier when she wields it one-handed, even without knowing the Weapon Finesse feat. When using preparation on an attack roll with a dagger, Longsword, or rapier, the agent expends one use of preparation instead of two.

Focus Power

An agent that choose occultist for her career choice can select this secret to gain one focus power of an implement whose implement school she knows. She can select a base focus power or a resonant focus power. She treats agent levels as occultist levels and preparation points as mental focus when using this implement power. To use an implement power she expends points from her preparation pool when in contact with the implement; she does not need to invest points of preparation in the implement ahead of time. This secret can be selected multiple times, choosing a new focus power each time.

Follow Clues (Ex)

The agent can use Perception to follow tracks as per the Survival skill.

Fool Charm (Ex)

The agent can trick an opponent into believing that she has been charmed or dominated. When the agent succeeds at a saving throw against a magical effect that provides ongoing control (such as 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 agent failed her saving throw, but the agent is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the agent is under no obligation to follow the caster’s commands. The agent can dismiss a fooled spell as a standard action. Fooled casting can be used when the agent succeeds at a subsequent saving throw against an ongoing effect, such as that granted by the hard to fool secret.

Glass Wall (Su)

Prerequisite: Agent level 10.

The agent can see through a wall she touches as if it were glass. As a full-round action that costs 1 preparation point, the agent can see the internal workings of a lock, trap, or similar device that she touches. She gains a +4 bonus on Disable Device checks to disable this device. She can use glass wall to see through a section of any door or wall she is adjacent to and touches, as though a section of that wall or door no larger than 5 square feet were transparent. This effect works only on walls or doors that are no thicker than 1 inch per class level and has a hardness no higher than the agent's class level. Glass wall lasts 1 round per class level.

Hands-on Research (Ex)

When an agent fails a Knowledge or Linguistics check, she can try again as a standard action as often as she likes. She can only use hands-on research in relation to issues immediately at hand, such as deciphering text she can read right now or remembering specific knowledge about a creature she can presently see.

Hard to Fool (Ex)

Prerequisite: Agent level 16.

The agent becomes hard to fool with mind-affecting effects. At the start of her turn, if she is subject to any mind-affecting spells or effects, she can spend a preparation point to make a Will saving throw with a standard DC for the effect, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, calculate the saving throw DC as if the spell or effect did allow a saving throw. If the spell level is unknown, use half the creature's HD as spell level.

Healer's Hands (Sp)

Prerequisite: 8th level agent.

As a standard action, a agent can spend 1 preparation point to use cure serious wounds or lesser restoration. He can spend 3 preparation points in a 1-minute ritual to use break enchantment or restoration (requiring expensive material components as the spells).

Hidden Stash (Sp)

By expending one point of preparation pool, the agent can hide the magical properties of one item as per magic aura. By expending three preparation points, she can cast shrink item. and nondetection together on an item. All spell-like abilities have a caster level equal to the agent's class level. The agent must be level 8 to use shrink item.

Item Lore (Ex)

The agent can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.

Know Thy Enemy (Ex)

The agent can select one creature type, such as "dragons" or "humanoids" and gains a +5 bonus on Knowledge checks to identify creatures of the chosen type. This secret can be taken more than once, and applies to a different creature type each time.

Lean on Them (Ex)

When the agent succeeds at an Intimidate check, the duration of the effect and the time until the target's attitude reverts, is doubled.

Magus Arcana

An agent that choose magus as her career choice can select this secret to learn a magus arcana, counting agent levels as magus levels and preparation pool as arcane pool when learning and using these arcana. Talents that relate to magus class features the agent does not have cannot be selected. This secret can be selected multiple times, choosing a new arcana each time.

Maneuver Preparation (Ex)

The agent can use preparation on a combat maneuver check without expending points from her preparation pool.

Many Hats (Ex)

The agent is often required to take the role of a specific profession for the purpose of getting close to a target while remaining inconspicuous, becoming an everyday part of that target’s life until the time to strike arrives. By using a preparation point, the agent can pick up cues and practices in performing a profession, effectively gaining one rank in the chosen Profession skill per three class levels (minimum 1 rank, maximum 1 rank per Hit Dice). This also provides an insight bonus to Bluff and Disguise checks to impersonate someone of this profession equal to the number of ranks bestowed . The effect lasts as long as the agent is within 60 feet of another character with the selected Profession skill.

Master of Disguise (Ex)

The agent no longer suffers penalties to Disguise checks made to change her gender, race, or age. The agent is able to improvise materials for a disguise that are as effective as an actual disguise kit. She gains a +2 circumstance bonus to disguise checks (this does not stack with the bonus from an actual disguise kit). She can expend a preparation point to make a Disguise check to create a disguise as a full-round action.

Move with Crowd (Ex)

The agent is a master of moving in crowds. When moving through groups of humanoids that would normally count as difficult terrain, the agent instead moves normally. By expending a preparation point she can take a move action to move up to double her speed through such a crowd without provoking attacks of opportunity for this movement. This is fast, agile movement, not teleportation, so she must physically traverse the intervening space.

Performance of Charm (Su)

Prerequisite: Bard career choice.

An agent with bard as her career choice can select this secret to gain the bardic performance class feature, counting agent levels as bard levels. She can use the following bardic performances as she advances in level: distraction (level 1), fascinate (level 1), suggestion (level 6), and mass suggestion (level 18). Spending a preparation point gives the bard agent a number of rounds of performance equal to her skill modifier in her best Perform skill; she can spend additional points to gain more daily rounds of bardic performance.

Performance of Power (Su)

Prerequisite: Bard career choice, performance of charm secret.

Add countersong (level 1), inspire competence (level 3), inspire greatness (level 9), and inspire heroics (level 15) to the bardic performances the agent bard can use.

Pierce Deception (Sp)

Prerequisite: Sense Motive 14 ranks.

The agent can use discern lies (sp) as an immediate action. The save DC against this ability is 10 + 1/2 the agent's skill bonus in the Sense Motive skill. The agent can also use true seeing (sp) as a standard action. Each use of one of these abilities costs one preparation point and has a caster level equal to the agent's class level

Poison Master (Ex)

The agent can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined.

Poison Use (Ex)

The agents is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Prepared Alertness (Ex)

Whenever the agent becomes flat-footed, she can expend one preparation point to ignore that condition. She must be conscious to do so, and must decide to do so when she becomes flat-footed. Using this ability doesn't require an action.

Resourceful Disabler (Ex)

The agent can use the Disable Device skill without tools at no penalty. She can use Disable Device in half the normal amount of time. A lock or a trap that normally takes 1 round can be disarmed as a standard action. This does not let the agent disable magical traps.

Resourceful Rowdy (Ex)

The agent often can’t risk carrying traditional weapons, as doing so would seem out of place for many of the covers that she employs. Instead, she becomes a master at maximizing the potential in everyday objects used as improvised weapons. The agent is considered proficient with all improvised weapons, increases the amount of damage she deals with improvised weapons by one step (for example, 1d4 becomes 1d6) and all improvised weapons used by the agent have a base critical threat range of 18–20.

Rogue Talent

Prerequisite: Rogue career choice.

An agent with rogue as her career choice can select this secret to learn a rogue talent, counting agent levels as rogue levels when learning and using these talents. At 10th level she can select an advanced talent instead. She must fulfill all prerequisites for these talents. Talents that improve rogue class features the agent doesn't have cannot be selected, nor can the agent gain a ki pool or learn ninja tricks this way. This secret can be selected multiple times, choosing a new rogue talent each time.

Second Chance (Ex)

The agent can expend a preparation point to reroll any skill check has just made with a skill she can add preparation dice to without spending preparation points. She must take the second result, even if it is worse

Slowing Strike (Su)

On a successful attack that deals damage, the agent can spend one preparation point to reduce all the target’s speeds to 5 feet for 1d6 rounds or until the target receives magical healing, whichever comes first.

Social Talent

An agent can select this secret to learn a vigilante social talent, counting agent levels as vigilante levels when learning and using these talents. Talents that improve vigilante class features the agent doesn't have cannot be selected. This secret can be selected multiple times, choosing a new vigilante social talent each time.

Surefooted (Ex)

The agent can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at her normal speed. Ground that has been magically manipulated to impede motion still affects her normally.

Swift Aid (Ex)

The agent can use an aid another action as a move action instead of as a standard action. She can expend one use of preparation to instead perform an aid another action as a swift action. She cannot aid herself in this manner.

Telling Shot (Ex)

Select one type of crossbow or firearm. When attacking with a weapon of this type, the agent can add her Dexterity bonus to damage.

Telling Strike (Ex)

Prerequisite: Agent level 4.

The agent selects one melee weapon she can use with Weapon Finesse. When attacking with this weapon, she adds her Dexterity bonus to damage instead of her Strength bonus. Anything that would cause her to lose some or all of her Strength bonus to damage (such as using an off-hand weapon) instead reduces her Dexterity bonus to damage. This talent can be taken multiple times, selecting a different weapon each time.

Thrilling Escape (Ex)

The agent can delay a trap immediately after it is triggered. To use this ability, she makes a Disable Device check as an immediate action against the trap's Disable Device DC; if she’s successful, the trap's activation is delayed until the end of the agent’s next turn, and it can be delayed again by another successful use of this ability. The agent must be in or adjacent to the trap's trigger or the area the trap affects.

Trap Master (Ex)

When successfully disabling a trap, the agent can opt to bypass it (with her party) and leave it in place. The agent can rig a trap she has either crafted or bypassed. A trap so rigged can be triggered by the agent as an immediate action as long as she is within 30 ft. of the trap.

Unassuming Presence (Su)

Prerequisite: Agent level 14.

The agent learns to quickly direct attention away from herself using subtle physical cues. The agent can spend a preparation point to attempt an opposed Bluff check as a swift action against each enemy creature within 30 feet. If she succeeds against every target, the agent can immediately attempt a Stealth check as though she had both a distraction and concealment.

Unconventional Preparation

Pick any one skill. The agent can add her preparation die to checks attempted with that skill without expending a use of her preparation pool. She can pick this secret multiple times. The benefit does not stack. Each time, select a different skill.

Woodcraft (Sp)

Prerequisite: 8th level agent.

As a standard action, the agent can spend 1 preparation point to use warp wood or meld into wood (as meld into stone, except that the wood can be of any size or dimensions). He can spend 3 preparation points in a 1-minute ritual to passwall through wooden barriers or statue to assume the form of a statue made of wood (hardness 5).

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Increase the total number of points in the agent’s preparation pool by 1/3.
  • Elf: Gain a +1/4 bonus on Perception skill checks.
  • Gnome: Add +1/2 on all Disable Device checks.
  • Half-Elf: Add +1/5 skill she can gain preparation dice with without expending preparation points.
  • Half-Orc: Gain a +1/2 bonus on critical hit confirmation rolls made with a whip or scorpion whip (maximum bonus of +5). When the bonus reaches +5, the agent can continue to spend points, gaining a bonus on confirmation rolls with all melee weapons used with Weapon Finesse. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Halfling : Add +1/4 on all Stealth checks.
  • Human: Gain 1/6 additional secret.


  • Aasimar: Add 3 ft. to the range of the aasimar's darkvision. Always round this down to the nearest increment of 5 ft.
  • Android: Add a +1/4 bonus when using preparation on a Craft, Knowledge or Linguistics check.
  • Anpur: Gain a +1/4 bonus on Perception checks and specialist awareness bonuses when it a graveyard, temple, or tomb.
  • Avoodim: Add +1/2 to damage dealt to creatures with the outsider type.
  • Catfolk: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
  • Dhamphir: Add a +1/2 bonus on Stealth and Perception checks made in dim light or darkness.
  • Dragonblood: Gain blindsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
  • Drow: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
  • Erkunae: Gain a +1/4 bonus on Perception and Disable Device checks against magical traps.
  • Fetchling: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
  • Goblin: Add a +1/2 bonus on damage rolls made before the target has acted in combat.
  • Grippli: Add a +1/2 bonus on Stealth checks and Perception checks made in marsh, shallow bog, and deep bog terrain.
  • Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
  • Ifrit: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
  • Kitsune: Subtract 1 round from the time it takes to change identities using cover identity. Taking this 10 or more times reduces the time to change as follows. 10-12 times: standard action; 13-16 times: move action; 17-19 times: swift action; 20 times: immediate action.
  • Kobold: Add +1/4 to the agent’s specialization awareness bonus to AC.
  • Merfolk: Add +1/2 to the agent’s Stealth and Swim checks underwater.
  • Oread: Gain a +1/4 bonus on specialization awareness bonuses when underground.
  • Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
  • Ratfolk: Add a +1/4 bonus on Climb, Disable Device, and Escape Artist checks.
  • Samsaran: 1/5 times per day, the agent can gain the use of any secret she qualifies for 1 minute. Activating this ability is a full-round action.
  • Shibaten: Increase the range of the seed finder racial trait by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Strix: Add a +1/4 bonus on Disable Device, Escape Artist, and Fly checks.
  • Sylph: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
  • Tengu: Select one weapon listed in the tengu's swordtrained racial trait. Gain a +1/2 bonus on critical hit confirmation rolls made with this weapon (maximum bonus of +5). When the bonus reaches +5, the tengu can continue to spend points, gaining a bonus on confirmation rolls with all melee weapon listed under the tengu’s swordtrained ability. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Tiefling: Add 1/2 to the resistances gained from the tiefling's fiendish resistance ability.
  • Undine: Add +1/2 to the agent’s Stealth and Swim checks underwater.
  • Vanara: Add a +1/4 bonus on Acrobatics, Climb, and Escape Artist checks.
  • Wayang: Add 3 ft. to the range of the wayang's darkvision. Always round this down to the nearest increment of 5 ft.
  • Zif: Add +1/2 to the agent’s Climb checks. The agent can climb absolutely smooth surfaces like a wall of force with a DC of 40.

Feats

These feats compliment the agent prestige archetype.

Additional Secret (General)

You study additional secrets.

Prerequisites: Secret (agent class feature).

Benefits: You learn an agent secret you fulfill the prerequisites for.

Special: You can take this feat several times, the benefits do not stack. Each time you learn a new secret.

Extra Preparation (General)

You prepare even more meticulously than most agents.

Prerequisite: Preparation (agent class feature).

Benefit: You add 2 points to your preparation pool.

Special: You can take this feat several times, the benefits stack.

OGL

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Section 15 Addendum

  • System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  • Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  • Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
  • Pathfinder Player Companion: Pathfinder Society Primer © 2013, Paizo Publishing, LLC; Authors: John Compton and Mark Moreland.
  • Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
  • Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.