Agent (Apath)

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Unofficial rules compendium

Agents are secret agents for an organization.

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—public ambassadors who put a pleasant and disarming face forward while hiding their patron’s underhand interests and activities.

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 took off on their own and 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 at the club and the secret warrior you fight on the rooftops might well be the same person-but will either of you ever recognize the other?

Agents and intrigue are a mark of civilization, and almost all agents are from civilized lands. Some might be barbarians caught and trained young, but these are rare exceptions. Agents often have cause to travel the wilderness or in barbaric countries, accompanying expeditions and ventures to such places. Those that acclimatize themselves well often turn out to have mission critical abilities that can bring success from the brink of ruin, but their secret identities and double-entente are worth less to peoples who blame any unfortunate events on the nearest outsiders anyway, proof be damned.

Agents of Porphyra

There are many factions on Porphyra that employs agents, this class is actually quite common in the civilized nations. The Clockwork Lands and the Barony of Tuthon 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.

Mounts of the Midlands An unoffical and unsanctified secret society trying to police of the Midlands, the mounts navigate the class society with deft ease. The question is, who do they serve, who is the intended rider of the mounts? The mounts 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.

Serpent Society: A mercantile guild that has spun off into tomb raiding and monster hunting, the serpent society favors subterfuge and intimidation. The serpent society favors the bard and rogue careers, the double agent and treasure finder specializations, and the bluster, conceal thoughts, hidden stash secrets, 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 artíst, 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

This is a prestige archetype built on the aspis agent, lion blade, pathfinder delver, and pathfinder field agent prestige classes.

Alignment: Any. There are agents of all kinds, with all kinds of motivations. Most were trained by some clandestine organization and now work for them, but many left—or even outlived—theor organization and are now free agents. The only thing unifying this disparate group is the need to stay hidden in order to conceal their activities.

Controlling agents is like herding cats. Syndicates try to keep tabs on their agents, but the training agents receive make them very hard to track and control. Syndicates generally don't send assassins after agents that leave the fold, but they certainly will if the former agent betrays or otherwise acts against the syndicate. An agent that breaks with his syndicate can still advance in the class.

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), Appraise (Int), 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), Swim (Str), and Use Magic Device (Cha).

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. He is also proficient with light armor, but not with any shields.

Career Choice

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

  • Artist: The artist agent gains the bard's bardic performance class feature, counting agent levels as bard levels. Starting up a bardic performance costs one preparation point; the agent can keep the performance going for a maximum number of rounds equal to his skill bonus in the Perform skill used. He can use the following bardic performances: countersong (level 1), inspire courage (level 1), inspire competence (level 3), dirge of doom (level 8). A agent artist casts arcane spells from the mesmerist spell list. He learns and casts these spells as a magus. This includes the effects of Intelligence on spellcasting, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. His 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. His 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, avoiding arcane spell failure in light armor, cantrips, spellbook, and free spells at level 1 and when advancing in level. His spells per day are given on Table: Agent.
  • Munitions: The agent gains the alchemist's bomb and throw anything class features. He also gains a competence bonus on Craft (alchemy) checks when creating alchemical items equal to his 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 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. His 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 he 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. He uses these abilities as a rogue of his agent level, including increasing sneak attack damage. An agent that picks rogue as his 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 his true identity, allowing him 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 he gains the seamless guise ability at level 5, an agent in his cover identity tends to stay in the background to avoid drawing attention to his social identity.

To keep up this charade, the agent usually has two names: his social name, used in polite company, and his code name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the agent’s true identity revealed to the world at large.

The agent can start each day in either of his 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 his 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 his social identity, but an agent who uses agent secrets and abilities in his social identity risks exposing his secret.

Despite being a single person, an agent’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he 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, he is only eligible if both of his 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 his alignment, it changes both of his 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.

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 his agent level + his Intelligence modifier (minimum 1). An agent’s preparation pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of preparation from his pool to add 1d6 to the result of a single check, including any on which he 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.

Specialization

At first level, an agent must select a specialist role, which decides which skills he can use with preparation without expending points from his preparation pool. This also gives the agent a tactical ability. Specialization options are described in detail below.

At 3rd level the agent gains specialist awareness, an intuitive sense that protects him while performing his 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.

Secrets

At 2nd level, and every 2 levels thereafter, the agent learns secret techniques and methods. The caster level of spell-like abilities used this way is equal to the character’s class level. 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.

  1. Amazing Preparation (Ex): When using preparation points, the agent rolls a d8 instead of a d6. At 20th level, the agent rolls 2d8 and adds both dice to the result. The agent must be 8th level to learn this secret.
  2. Ambush: The agent is practiced in the art of ambushing. When he acts in a surprise round, he 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.
  3. Arcana: An agent that chooses magus as his 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.
  4. Bluster (Ex): The agent takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against his.
  5. 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. He must meet the prerequisites of the selected bonus feat. An agent can select this secret multiple times, selecting a different feat each time.
  6. Combat Preparation (Ex): When using preparation on an attack roll or saving throw, the agent expends one use of preparation instead of two.
  7. Conceal Thoughts (Su): The agent who is targeted with detect thoughts or a similar effect can choose what thoughts are actually detected, while his true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.
  8. Cross Training (Ex): The agent chooses a specialization he does not have. He gains the preparation ability of this specialization, but no other abilities. This secret can be selected multiple times, choosing a new specialization each time.
  9. Crucial Taunt (Ex): The agent can combine smugness and mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuver checks. He can then 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 60 feet of his target to use or trigger a crucial taunt. The agent can only have one simultaneous crucial taunt active against each target. This is a language-dependent effect. The agent must be 10th level to select this secret.
  10. 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 his 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.
  11. Dirty Strike (Ex): The agent can use preparation on a combat maneuver checks without expending points from his preparation pool.
  12. Discovery: An agent that choose elixirs or munitions as his 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.
  13. Engineering (Ex): The agent can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He 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 his next turn, he 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.
  14. Evade Pursuit (Su): The Agent can spend 1 preparation point as a swift action to gain a +10-foot enhancement bonus to his base speed and the base speed of any vehicle he drives for 1 minute. Whenever the Agent spends preparation to improve a skill check as part of a chase or pursuit, he can expend an additional preparation point to gain the preparation die twice.
  15. Expeditious Advance (Ex): The agent's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load.
  16. Extra Preparation (Ex): Increase the preparation pool by 2 points. The agent can pick this secret multiple times. The benefits stack.
  17. 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 he 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.
  18. Focus Power: An agent that choose occultist for his career choice can select this secret to gain one focus power of an implement whose implement school he knows. He can select a base focus power or a resonant focus power. He treats agent levels as occultist levels and preparation points as mental focus when using this implement power. To use an implement power he expends points from his preparation pool when in contact with the implement; he 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.
  19. Follow Clues (Ex): The agent can use Perception to follow tracks as per the Survival skill.
  20. Glass Wall (Su): The agent can see through a wall he 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 he touches. He gains a +4 bonus on Disable Device checks to disable this device.He can use glass wall to see through a section of any door or wall he 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.
  21. Hands-on Research (Ex): When an agent fails a Knowledge or Linguistics check, he can try again as a standard action as often as he likes. He can only use hands-on research in relation to issues immediately at hand, such as deciphering text he can read right now or remembering specific knowledge about a creature he can presently see.
  22. Hard to Fool: The agent becomes hard to fool with mind-affecting effects. At the start of his turn, if he is subject to any mind-affecting spells or effects, he can spend a preparation point to make a Will saving throw with a standard DC for the effect, and if he succeeds at the check, he is no longer subject to the mind-affecting effect. He 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. The agent muse be at least level 16 to select this gift.
  23. Healing (Sp): The Agent can spend 1 preparation point to use cure light wounds except that it heals 1d6 points of damage per two class levels. At 4th level he can expend one point of preparation to cast lesser restoration. At 8th level he can spend 3 preparation points in a 1-minute ritual to use break enchantment or restoration. If these spells would require material components, so does this ability. Divine foci are not needed.
  24. 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, he 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.
  25. 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.
  26. 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.
  27. 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.
  28. Magus Arcana: An agent that choose magus as his 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.
  29. Maneuver Preparation (Ex): The agent can use preparation on a combat maneuver check without expending points from his preparation pool.
  30. 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. He gains a +2 circumstance bonus to disguise checks (this does not stack with the bonus from an actual disguise kit). He can expend a preparation point to make a Disguise check to create a disguise as a full-round action.
  31. 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 he can take a move action to move up to double his speed through such a crowd without provoking attacks of opportunity for this movement. This is fast, agile movement, not teleportation, so he must physically traverse the intervening space.
  32. 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. The agent must already know poison use to learn this secret.
  33. Poison Use (Ex): The agents is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.
  34. Prepared Alertness (Ex): Whenever the agent becomes flat-footed, he can expend one preparation point to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn't require an action.
  35. Quick Appraise (Ex): The agent can appraise an item as a move action and can determine the most valuable item visible to him in a 60 ft. radius as a standard action.
  36. Resourceful Disabler (Ex): The agent can use the Disable Device skill without tools at no penalty. He can disable intricate and complex traps in half the normal amount of time (a trap that normally takes 1 round can be disarmed as a standard action) and open a lock as a standard action instead of a full-round action. This does not let the agent disable magical traps.
  37. Rogue Talent: An agent with rogue as his 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 he can select an advanced talent instead. He 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.
  38. Second Chance (Ex): The agent can expend a preparation point to reroll any skill check has just made with a skill he can add preparation dice to without spending preparation points. He must take the second result, even if it is worse
  39. Slowing Strike (Su): On a successful attack, 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.
  40. 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.
  41. Surefooted (Ex): The agent can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
  42. Swift Aid (Ex): The agent can use an aid another action as a move action instead of as a standard action. He can expend one use of savvy to instead perform an aid another action as a swift action. He cannot aid himself in this manner.
  43. Telling Shot (Ex): Select one type of crossbow or firearm. When attacking with a weapon of this type, the agent can add his Dexterity bonus to damage.
  44. Telling Strike (Ex): The agent selects one melee weapon he can use with Weapon Finesse. When attacking with this weapon, he adds his Dexterity bonus to damage instead of his Strength bonus. Anything that would cause him to lose some or all of his Strength bonus to damage (such as using an off-hand weapon) instead reduces his Dexterity bonus to damage. The agent must be at least level 4 to select this secret. This talent can be taken multiple times, selecting a different weapon each time.
  45. Thrilling Escape (Ex): The agent can delay a trap immediately after it is triggered. To use this ability, he makes a Disable Device check as an immediate action against the trap's Disable Device DC; if he’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.
  46. Trap Master (Ex): When successfully disabling a trap, the agent can opt to bypass it (with his party) and leave it in place, as if he beat its DC by 10.The agent can rig a trap he has either crafted or bypassed. A trap so rigged can be triggered by the agent as an immediate action as long as he is within 30 ft. of the trap.
  47. Unconventional Preparation: Pick any one skill. The agent can add his preparation die to checks attempted with that skill without expending a use of your preparation pool. He can pick this secret multiple times. The benefit does not stack. Each time, select a different skill.

Restore Cover (Ex)

At 3rd level, if the agent's cover identity is blow or he wishes to abandon it, he can develop a new cover. When this choice is made, he immediately loses all of the benefits from his old cover. He must then work to establish his new cover for one entire level without gaining any benefits. Once accomplished, he 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 his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or agent identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his 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 an identity of an existing person that is unable or unwilling to call out the secret.

City Slick (Ex)

At level 13th level an agent use the Stealth skill to hide in any urban, ruins, or dungeon setting, even while being observed. He still needs cover or concealment.

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.

Hide in Crowds (Su)

At 19th level the agent can use the Stealth skill even while being observed as long as he is in a crowd or there are at least 5 other creatures of the agent's creature type within 10 ft. The agent must be 14th level to select this secret.

True Preparation (Ex)

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

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

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

Table: Agent

Specialization

The following specialized roles roles are available to agents.

Bruiser

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

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

Tactics: As an immediate action a bruiser can spend a point of preparation to improve his 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.

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

Cat

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

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

Tactics: The cat does not lose his 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.

Specialist Awareness: 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 he made a successful Acrobatics, Climb, or Escape Artist skill check. These bonuses rise to +2 when the cat reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Delver

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

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

Tactics: The delver can spend a move action to re-roll a Knowledge check made to identify a creature, as long as he can see the creature to be identified.

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

Double Agent

The double agent is charming and able to fit well into any occasion. He infiltrates other groups and provides vital information to other agents and operatives. In a dangerous situation he usually tries to talk his way out.

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

Tactics: When he uses the full defense action in combat, he can also use the Bluff, Diplomacy or Sense Motive skills as if he spent a full-round action using them.

Specialist Awareness: 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 he uses the full defense action. These bonuses rise to +2 when the specialist agent reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Field Agent

Field agents focus on getting a team to where it needs to, on mapping, and on making action reports. They become masters at the 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: A field agent can use preparation on Disable Device checks, Knowledge (geography) checks, and on Perception checks without expending a use of preparation.

Tactics: 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. The field agent gains a bonus teamwork feat at level 1.

Specialist Awareness: At 3rd level and every 3 levels thereafter, a field gains a bonus feat. He 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. These abilities must be added to a standard wayfinder, not to a variant or modified wayfinder (though a field agent can possess more than one wayfinder at a time, if she chooses). 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: The field agent replaces her wayfinder’s ability to cast light with the ability to cast dancing lights at will.
Daylight: 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: A hidden compartment is carved into the wayfinder’s casing, allowing a single potion, oil, or dose of poison to be hidden within. 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 +2 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: 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: In addition to the light spell-like ability, the wayfinder can be used to cast message at will.
Shielding: 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 field agent level. This bonus increases by 1 for every 5 class levels the field agent possesses.
Silence: 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: The wayfinder can be used to cast stabilize at will.

Ruminator

The ruminator is an agent with pretentions of spirituality.

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

Tactics: 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 he catches flatfooted does not cost a preparation point.

Specialist Awareness: 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 he 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 he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. This chant gives the ruminator a -5 penalty on Stealth checks and all Cha-based skill checks.

Scout

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

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

Tactics: If he acts before all enemies in a combat, and he makes a successful Stealth check to hide as a part of his first action, he is completely unobserved and enemies do not know of his presence.

Specialist Awareness: At 3rd level, a scout gains an intuitive sense that alerts him to danger while on the move. This gives him a +1 bonus on Reflex saves and a +1 bonus to AC as long as he moves at least 10 ft. each round. These bonuses rise to +2 when the specialist agent reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Shadow

The shadow is an agent specialized in stealth and surveillance.

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

Tactics: 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.

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

Smuggler

A smuggler takes responsibility for a large area; a county, coast, border, or road. It is his 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: The smuggler can use preparation on Appraise, Bluff, Knowledge (geography, local), Profession (driver, sailor), and Ride checks without expending preparation points.

Tactics: In a surprise round the smuggler can take a move action at his normal initiative, even when he would normally not be allowed to act at all.

Specialist Awareness: At 3rd level, the smuggler gains an intuitive sense that alerts him to enemies, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against ranged attacks. These bonuses rise to +2 when the smuggler reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

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: 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.

Tactics: He can use Disable Device to disable magical traps and bypass a trap is he beats the Disable Device DC by 10, like a rogue with Trapfinding. He is never flat-footed against attacks by traps. The treasure finder counts as having the rogue's trapfinding ability, but only for prerequisites.

Specialist Awareness: At 3rd level, a treasure finder gains an intuitive sense that alerts him to danger from traps, giving him 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 he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

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: Gain a +1/2 bonus on Perception checks when underground.
  • Elf: Add +1/2 on all Use Magic Device checks.
  • Gnome: Increase the total number of points in the agent’s preparation pool by 1/3.
  • Half-Elf: Add +1/5 skill he 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 Perception 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.
  • Avodim: 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 +1/2 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 +1/2 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 he qualifies for for 1 minute. Activating this ability is a full-round action.
  • 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: Gain a +1/2 bonus on critical hit confirmation rolls made with a longsword (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 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 theifling'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.

OGL

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Section 15 Addendum

  • 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.
  • 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.