Agent

Agents of Algol | Agents of the Imperium

"No way. Did you just. . .
sneak by their entire security force in a cardboard box?
Yes. Why?You agents are an odd bunch.Thanks! You too."Overview:The word "Agent" can mean a number of things. It can mean stealth and cloak-and-dagger tactics, strong leadership or social skills, or even thievery.
Whatever the case, it's a dangerous job meant for only the ablest, every faction trains their population differently and the Imperium is no exception, their courses are much more modular and no agent is the same as the other.
Required Allegiance - Palman Imperium - No specific internal group required
Agent's are stealth experts, so high dexterity is important. A high intelligence score will help an agent's skill repertoire allowing him more options in a variety of situations.  They may rely on one or the other, depending on whether they are more geared towards the physical or mental expertise of their class.

Attributes: Wound Point Bonus: +2Chakra Point Die: 1d8

The Agent's 6 character skills are

Bluff [CHA]

Escape Artist (Dex)

Gamble (Wis)

Perception (Wis)

Disguise (Cha)

Stealth (Dex)




Class: CivilianVery Customizable. Highly Skilled.

Civilian classes tend to have higher skill points and choices

at the cost of having a lower Control or Wound point pool.

Skill Points at 1st Level: ( 6 + Intelligence Modifier) x4     Skill Points At Each Additional Level:  6 + Intelligence Modifier
Special: Highly Skilled.
Weapon/Spell/Armor proficiencyMilitia Proficiency +1General Choice +1Body Armor +1
Starting Meseta: 18,000

1: Core: Tricks of the Imperium

2: Agent Ability I

3: Uncanny Dodge I

4: Agent Ability II

5: Evasion

6: Agent Ability III

7: Uncanny Dodge II

8: Agent Ability IV

9: Mag Bauble

10: Interrogate

11: Uncanny Dodge III

12:  Agent Ability V

13: Mag Bauble

14: Agent Ability VI

15: Uncanny Dodge IV

16: Agent Ability VII

17: Mag Bauble

18: Agent Ability VIII

19:  Uncanny Dodge V

20: Master Agent

Tricks of the Imperium

Each province of the empire produces a curious, unique and unusual item which the Agent collects in it's Bag of Tricks.

The agent must follow a ritual to repair, replenish or refresh these items each day. This ritual takes one hour.

Valencian Cigar -

Altenian Frost Tea

Navaresse' inconspicuous Box

Kejan Liqueur

Karama Syrup

Bastille Mushroom

Faynemarsh mushroom.

Agent Ability

At certain levels, the Agent gains a special ability from the following list:

Skilled Agent: Add any one skill listed below to the agent's character skill list.

Acrobatics (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Disable Device (Int), Entertain (Cha), Intimidate (Cha), Knowledge (Int), , Pilot/Drive (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)

Sneak Attack:

Precise Attack:

Master of Red Tape:

Military Intelligence:

Illicit Barter:

Dumb Luck:

I'm Calling in a Favor:

Requisition Resources:

Crippling Strike:

Defensive Roll:

Improved Evasion:

Requirement: Lv 8 or higher.

Opportunist:

Skill Mastery:

Slippery Mind:

Target Acquired:

Silver Tongue:

Weapons Training:

Uncanny Dodge

Uncanny Dodge:

Starting at 3rd level, the Agent gains the ability to react to danger before his senses would typically permit him to become aware of it. 

He retains his dex bonus to defense (if any) when flat-footed or being attacked by an invisible adversary (though still lost if immobilized)at 7th level, the anbu may react to opponents on all sides as easily as he can to one attacker, and may therefore no longer be flanked. 

This ability denies sneak attack ability the opportunity to use flank condition to sneak attack at 11th level he gains an intuitive sense that grants him a  +1 bonus with reflex saves made to avoid traps and +1 defense against attacks from traps (+2 at 15th, +3 at 19th level)

A character who gains the uncanny dodge ability from two or more classes may combine his class levels from all such classes in a limited fashion to determine this abilities effectiveness, the character's class levels in each class are rounded down to the nearest multiple of 4 and then added together to determine the character's uncanny dodge abilities.

Evasion

At fifth level and beyond If the Agent is exposed to an attack that allows a reflex save to overcome a part of its effects, the Agent will take none of the effects if she makes a successful saving throw. May only be used in light or no armor.

Interrogate

At 10th level as a full-round action, an Agent can ask a target one question for every five Agent levels he has. The target is not compelled to answer truthfully, but the Agent’s implicit or explicit threats and looming manner leads the target to believe the agent will cause it serious harm if it lies. This imposes a –3 penalty on the target’s Bluff checks to lie when answering the specific questions the Agent asked. At 15th level and 20th level, the penalty increases by 3. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. This is a mind-affecting fear effect.

Master Agent

At 20th level, the agent is a master at foiling detection, both magical and mundane. Any time the agent successfully saves versus a mind-affecting ability, she continues to be aware of the creature’s commands and messages for the duration of the effect, although she need not obey. Whenever a creatures takes 10 on a Perception take to penetrate the agent’s disguise, the agent gains a +5 circumstance bonus to her Disguise check. The agent can treat a Bluff, Diplomacy, Intimidate, or Sense Motive check as though she rolled a natural 20 a number of times a day equal to 3 + the Agent’s Charisma modifier.