Requirements
Alignment: Any Good or Evil
Skills: Knowledge (planes) 7, Spellcraft 7
Language: Celestial, Infernal, or Abyssal
Special: Must earn the sponsorship of an outsider that matches your alignment into the order. A current Agent may recommend you to an outsider, but you must still earn their favor to be sponsored in.
Skills: Bluff, Intimidate, Knowledge (planes), Knowledge (religion), Sense Motive, Spellcraft, Stealth
Skill Ranks: 2+ Int modifier
Weapon and Armor Proficiency: An agent gains proficiency with all simple weapons and the weapon favored by their patron. He gains no proficiency with armor or shields.
Spells per Day/Spells Known: When a new agent level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming an agent, he must decide to which class he adds the new level for purposes of determining spells per day.
Agent of the Cause: At 1st level the Agent receives a +1 holy bonus on any roll that could aid the cause and a -1 penalty to any roll that could hinder this cause. The bonus does not work in an unhallowed area or a similar area, but the penalty will still apply.
Salvation: When an agent is killed, their soul is instantly claimed by the power they serve. In time, their soul is transformed into an outsider appropriate to the sins or virtues they championed while alive. Any character attempting to resurrect a slain agent must succeed at a caster level check equal to 10 + the agent’s character level or the spell fails. That character cannot attempt to resurrect the agent again until the following day, though other characters can attempt to do so if they please.
Aspect of Light: Starting at 2nd level and every even level after the agent chooses a new aspect. This is a permanent change to the agent. Once an aspect is chosen it can not be changed. A GM is free to add to the list at their discretion.
Unless otherwise noted each aspect is only available once:
Damage Reduction/Evil: You gain a DR that is only overcome by evil. The amount of DR you gain is equal to your Agent level.
Petrification Immunity: You gain immunity to petrification affects.
True Speech: You can speak with any creature that has a language, as though using a tongues spell (caster level equal to agent's level). This ability is always active.
Spell Resistance: This number is 11+class level. This may be lowered as a standard action. This ability is available to 4th level Agents.
Fly: You gain a fly speed equal to double your land speed with average maneuverability. You may choose to have wings for this ability. This ability is available to 4th level Agents.
Natural Attack: Gain a Natural Attack. You grow what you need to deliver the natural attack. You may select this multiple times. Each time it is taken you must select a new natural attack.
Change Shape: Gain Alter Self as a spell-like ability useable at will. This ability is available to 4th level Agents.
Spell-like ability: Select a spell-like ability from an outsider matching your alignment and gain the ability to use it the same number of times. This ability is available to 8th level Agents.
Resist [element]: You may choose an element. Your resistance is equal to your Agent level. This may be selected multiple times. Each time it is taken you must select a new element.
Mark of Light: You gain a mark that symbolizes the side you have joined. If you worship a deity it takes the form of their holy symbol. If you do not it takes the form of a symbol that represents your patron. You may use this mark as your divine focus for spells. I addition you may use it to cast the spells on the table below.
Lesser may be cast at will
Minor may be cast 3/day
Major may be cast 1/day
Form of Light: You gain a celestial form. The way you appear is dictated by the aspects you chose. These plus any description you like will now be your true form.
You become an Outsider with the following subtypes: Native, Racial (your former race or races if a hybrid), Good. You also gain an additional aspect that you may choose along with your normal choice at this level.