Syndicate Agent (Apath)

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Unofficial rules compendium

Some wealthy merchant guilds employ unscrupulous individuals in in their plots to achieve wealth and dominion over others. Guild agents are the chief instruments in this endeavor. Guild agents research lore to discover long-lost treasures, then organize expeditions to recover them for their leaders—usually higher-ranking agents. Their careful study of the traps and hazards of ancient ruins helps agents evade danger themselves while leaving such threats intact for competing treasure hunters to face.

Class Information

This is a prestige class archetype.

Prestige Class: guild agent.

Build Classes: Rogue.

Role: Guild agents infiltrate legitimate organizations and expeditions, maintain fronts for criminal organizations, create trade and diplomatic links, and lead covert expeditions in search of magic and wealth..

Alignment: Any. Most guild agents are either chaotic or evil. Good guild agents tend to be on the fringe of their organization, as much dupes as agents.

Hit Die: d8.

Class Skills

The Guild agent's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

The guild agent has all rogue class features, except as follows.

Weapon and Armor Proficiency

Guild agents are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and whip. They are proficient with light armor, but not with shields.

Sneak Attack (Ex)

This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at every third level (3rd, 6th, 9th, 12th, 15th, 18th). If a guild agent gains a sneak attack bonus from another source, the bonuses on damage stack.

Trap Sense (Ex)

At 4th level a guild agent gains a +1 bonus to AC and on Reflex saves made to avoid traps; this bonus increases by +1 every 3 levels after 4th. Trap sense bonuses gained from multiple classes stack.

Mask Alignment (Su)

At 4th level, as a standard action, a guild agent can alter her alignment aura to deceive effects that detect alignment. She may choose to be detected as any specific alignment she chooses or as no alignment. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment. This effect lasts until she dismisses it or changes her alignment aura again. This replaces uncanny dodge.

At 11 level, a guild agent targeted with an effect that detects alignment or with any alignment-based effect can automatically identify the effect by making a Spellcraft check. If successful, she can assume a false alignment as an immediate action. This replaces one die of sneak attack damage.

At 17th level, when a guild agent assumes a false alignment, she is treated as having that alignment for all effects of magic items, spells, and spell-like or supernatural effects (such as forbiddance, sympathy, or an unholy weapon), including magical traps based on alignment. While masking her alignment, she ignores these types of effects that relate to her true alignment. This replaces one die of sneak attack damage.

Ambush Trap (Ex)

At 5th level, a guild agent can specially rig a trap she has either crafted or disarmed. A trap so made can be triggered by the Guild agent as a move action as long as she is adjacent to the trap. She adds her trap sense bonus to the trap's Perception DC and on the trap's attack rolls, and adds her sneak attack damage to the trap's damage if the target is flat-footed or otherwise denied its Dexterity bonus to AC. This replaces one die of sneak attack damage.

Guild Secrets

At 8th level and every two levels thereafter, a guild agent gains one of the following agency secrets. A guild agent can't select an individual agency secret more than once. This replaces improved uncanny dodge and rogue talents gained at level 8 and above.

Bluster (Ex): a guild agent takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against her.

Bonus Feat: a guild agent may 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), Whip Mastery. She must meet the prerequisites of the selected bonus feat. This guild secret can be selected multiple times.

Conceal Thoughts (Su): a guild agent targeted with detect thoughts or a similar effect may choose what thoughts are detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.

Hidden Stash (Ex/Sp): a guild agent gains a bonus equal to her class level on Sleight of Hand checks to hide small objects on her person. In addition, once per day she can hide the magical properties of one item as magic aura.

Improved Trap Sense (Ex): a guild agent's trap sense bonus applies on all saving throws made to avoid trap effects.

Remote Activation (Ex): a guild agent can use her ambush trap ability on a trap up to 30 feet away.

Rogue Talent: a guild agent can select one rogue talent for which she qualifies. Her Guild agent levels stack with rogue levels for any rogue talents she possesses with level-dependent effects, whether they were gained from this or another class. She can pick this guild secret several times, but cannot pick advanced rogue talents.

Shrunken Smuggle (Sp): a guild agent can cast shrink item once per day, using her class level as her caster level. In addition, while the item is shrunken, it is also affected as nondetection. This effect ends when the item returns to its proper size.

Uncanny Dodge (Ex): This is the same as the rogue's uncanny dodge ability. Guild agent levels count as rogue levels for this ability.

Crucial Taunt (Ex)

At 10th level, a guild agent can combine infuriating smugness and sneering mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuvers, gaining a bonus of +2 on these checks. She may then delay the effect of the successful check for up to 1 day per class level, spending an immediate action to trigger it later. The Guild agent must be within 60 feet to use or trigger a crucial taunt. She can only have one crucial taunt delayed against any particular target. This is a language-dependent effect.

At level 15, the bonus increases to +3. At level 20, it increases to +4. This replaces advanced talents.

Table: Guild Agent

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +1d6
4th +3 +1 +4 +1 Mask alignment, rogue talent, trap sense +1
5th +3 +1 +4 +1 Ambush trap
6th +4 +2 +5 +2 Rogue talent, sneak attack
7th +5 +2 +5 +2 Trap sense +2
8th +6/+1 +2 +6 +2 Guild secret
9th +6/+1 +3 +6 +3 Sneak attack
10th +7/+2 +3 +7 +3 Crucial taunt, guild secret, trap sense +3
11th +8/+3 +3 +7 +3 Mask alignment (immediate)
12th +9/+4 +4 +8 +4 Guild secret, sneak attack
13th +9/+4 +4 +8 +4 Trap sense +4
14th +10/+5 +4 +9 +4 Guild secret
15th +11/+6/+1 +5 +9 +5 Sneak attack
16th +12/+7/+2 +5 +10 +5 Guild secret, trap sense +5
17th +12/+7/+2 +5 +10 +5 Mask alignment (magic)
18th +13/+8/+3 +6 +11 +6 Guild secret, sneak attack
19th +14/+9/+4 +6 +11 +6 Trap sense +6
20th +15/+10/+5 +6 +12 +6 Guild secret, master strike

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon Proficiencies
  • Sneak Attack (3 dice lost)
  • Uncanny dodge
  • Improved uncanny dodge
  • Rogue Talents (Level 8, 10, 12, 14, 16, 18)
  • Advanced Talent