Syndicate Agent (Apath)

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Syndicate agents are secret agents for an organization.

Background

Various syndicates employ many unscrupulous individuals in their ongoing plots to achieve wealth and dominion throughout the world. Syndicate agents are the chief instruments in this endeavor—public ambassadors who put a pleasant and disarming face forward while diverting attention from the company’s true interests and activities.

Syndicate Agents of Porphyra

There are many syndicates on Porphyra that employs agents, and this class is actually quite common in the civilized nations of Porphyra.

Class Information

This is a prestige archetype built on the aspis agent and pathfinder delver prestige classes from Pathfinder Roleplaying Game Adventurer’s Guide.

Alignment: Any. Syndicates try to keep tabs on their agents, but controlling them is ultimately like herding cats. 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. A syndicate 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 syndicate 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 syndicate agent.

Weapon and Armor Proficiency

A syndicate 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, a syndicate agent chooses a career for his illicit activities, picking one of the options below.

  • Alchemist: The syndicate 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 syndicate agent cannot create bombs or mutagens. His extracts per day are the same as the spells per day given on Table: Syndicate Agent except that there are no level zero alchemist extracts, ignore the level zero spells column of Table: Syndicate Agent.
  • Magus: The syndicate 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: Syndicate Agent.
  • Occultist: The syndicate agent learns and casts psychic spells as an occultist. This includes implement schools and the effects of Intelligence on spellcasting. Occultist syndicate agents do not gain any mental focus or focus powers from their implements. At 1st level, a syndicate agent learns to use two implement schools. At 2nd level and every 4 class levels thereafter, the syndicate 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: Syndicate Agent. At level 7 an occult syndicate agent gains the occultist's object reading class feature.
  • Rogue: The syndicate 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 syndicate agent level, including increasing sneak attack damage. A syndicate 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: Syndicate Agent.

Syndicate Preparation (Ex)

The operations of a syndicate agent are meticulously planned and prepared. This attention to detail can augment skill checks and ability checks. The syndicate agent has an preparation pool equal to 1/2 his syndicate agent level + his Intelligence modifier (minimum 1). A syndicate 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. A syndicate agent can only use preparation once per check or roll. Syndicate preparation is also used to power many syndicate 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, a syndicate agent must select a specialist role, which decides which skills he can use with syndicate preparation without expending points from his preparation pool. This also gives the agent a tactical ability. Syndicate specialization options are described in detail below.

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

Syndicate Secrets

At 2nd level, and every 2 levels thereafter, the syndicate agent learns secret techniques and methods taught by the syndicate. 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 syndicate agent’s class level + the syndicate agent’s Intelligence modifier.

  • Amazing Preparation (Ex): When using syndicate preparation points, the syndicate agent rolls a d8 instead of a d6. At 20th level, the syndicate agent rolls 2d8 and adds both dice to the result. The syndicate agent must be 8th level to learn this secret.
  • Bluster (Ex): The syndicate agent takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against his.
  • Bonus Feat (Feat): The syndicate 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. A syndicate 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 syndicate 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.
  • Cross Training (Ex): The syndicate agent chooses a syndicate 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.
  • Discovery: A syndicate agent that choose alchemist as his career choice can select this secret to learn an alchemist discovery, counting syndicate agent levels as alchemist levels when learning and using these discoveries. Discoveries that relate to alchemist class features the syndicate agent does not have (such as bombs) cannot be selected. This secret can be selected multiple times, choosing a new discovery each time.
  • Engineering (Ex): The syndicate agent can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one syndicate 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.
  • Extra Preparation (Ex): Increase the preparation pool by 2 points. The agent can pick this secret multiple times. The benefits stack.
  • Focus Power: A syndicate 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 chose a base focus power. He treats syndicate agent levels as occultist levels and syndicate preparation points as mental focus when using this implement power, but does not need to invest points of syndicate preparation in the implement ahead of using it. To use an implement power he expends points from his preparation pool when in contact with the implement. This secret can be selected multiple times, choosing a new focus power each time.
  • Follow Clues (Ex): The syndicate agent can use Perception to follow tracks as per the Survival skill.
  • Hidden Stash (Ex/Sp): The syndicate agent gains a bonus equal to his class level on Sleight of Hand checks to hide small objects on his person. In addition, by expending one point of preparation pool, he can hide the magical properties of one item as per magic aura, with a caster level equal to his class level.
  • Item Lore (Ex): The syndicate agent can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.
  • Lean on Them (Ex): When the syndicate agent succeeds at an Intimidate check to demoralize an opponent, he can expend one use of syndicate preparation points to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. He can choose to spend multiple preparation points in this manner to further increase the duration of the demoralize effect. He must be trained in Intimidate to take this talent. He cannot reduce this preparation point cost in any fashion.
  • Magus Arcana: A syndicate 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.
  • Maneuver Preparation (Ex): The agent can use preparation on a combat maneuver check without expending points from his preparation pool.
  • Outsmart Traps (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.
  • Prepared Alertness (Ex): Whenever the syndicate agent becomes flat-footed, he can expend one syndicate 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.
  • 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.
  • Rogue Talent: A syndicate agent with rogue as his career choice can select this secret to learn a rogue talent, counting syndicate 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.
  • Shrunken Smuggle (Sp): The syndicate agent can cast shrink item by expending three points of syndicate preparation, using his class level as his caster level. In addition, while the item is shrunken, it is also affected as per nondetection. Both spells have a caster level equal to the agent's class level. This effect ends when the item returns to its proper size. The syndicate agent must be level 8 to select this secret.
  • Social Talent: A syndicate agent can select this secret to learn a vigilante social talent, counting syndicate 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 syndicate 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.
  • 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.
  • 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 syndicate agent must be at least level 4 to select this secret. This talent can be taken multiple times, selecting a different weapon each time.
  • Trap Ambush (Ex): The syndicate agent can specially rig a trap he has either crafted or bypassed by exceeding its Disable Device DC by 10. A trap so rigged can be triggered by the syndicate agent as an immediate action as long as he is within 30 ft. of the trap. If the trap deals hit point damage, he adds his class level to the damage the trap deals.
  • 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.* Trap Ambush (Ex): The agent can specially rig a trap he has either crafted or bypassed by exceeding its Disable Device DC by 10. 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. If the trap deals hit point damage, he adds his class level to the damage the trap deals.

Poison Use (Ex)

Syndicate agents are trained in the use of poison and starting at 5th level, cannot accidentally poison themselves when applying poison to a weapon.

Mask Alignment (Su)

At 7th level, as a standard action, a syndicate agent can alter his alignment aura to deceive effects that detect alignment. He can emulate a different aura of his choice or to radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment. This effect lasts until he dismisses it or changes his alignment aura again.

At 13th level, a syndicate agent targeted with an effect that detects alignment or with any alignment-based effect can automatically identify the effect by attempting a Spellcraft check. If successful, he can mask his alignment as an immediate action.

At 19th level, when a syndicate agent assumes a false alignment aura, he 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 his alignment, he ignores these types of effects that relate to his true alignment.

Crucial Taunt (Ex)

At 11th level, a syndicate agent can combine smugness and mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuver checks. He can add a preparation die on such checks without spending a point from his preparation pool. He can 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 syndicate agent must be within 60 feet of his target to use or trigger a crucial taunt. This is a language- dependent effect.

Second Specialization (Ex)

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

True Preparation (Ex)

At 20th level, a syndicate 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: Syndicate Agent

Syndicate Specialization

The following specialized roles roles are available to syndicate 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 syndicate preparation points.

Tactics: As an immediate action a bruiser can spend a point of syndicate 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 outflanked or outflanks an enemy. These bonuses rise to +2 when the specialist syndicate 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.

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 syndicate 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 syndicate preparation points.

Tactics: When he uses the full defense action in combat, he can also use the 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 syndicate 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.

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 syndicate 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 syndicate 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 a syndicate agent specialized in stealth and surveillance.

Preparation: The shadow can use preparation on Disguise, Perception, and Stealth checks without expending syndicate 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 syndicate 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 warden can use preparation on Appraise, Bluff, Knowledge (geography, local), Profession (driver, sailor), and Ride checks without expending syndicate 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 warden 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, 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 syndicate 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 syndicate 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 founder's favor 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 checks 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: Gain 1/6 additional secret.
  • Kobold: Add +1/2 to the syndicate agent’s specialization awareness bonus to AC.
  • Merfolk: Add +1/2 to the syndicate 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 syndicate 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 syndicate 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 syndicate 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 syndicate agent’s Climb checks. The syndicate agent can climb absolutely smooth surfaces like a wall of force with a DC of 40.
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