Agent
Agents of Algol | Agents of the Imperium
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.
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 -
This item allows the Agent to smoke and heal himself for a number of hit points equal to double his Agent level + his Constitution modifier, but requires a full-round action. Afterwards, the Agent takes 1 point of Constitution damage. Usable once per day.
Altenian Frost Tea
This item allows the Agent to Drink and heal himself for a number of Control points equal to double his Agent level + his Constitution modifier, but requires a full-round action. Afterwards, the Agent takes 1 point of Wisdom damage. Usable once per day.
Navaresse' inconspicuous Box
This seemingly plain cardboard box allows the Agent to sneak past enemies with relative ease. Requiring a standard action to put on or take off, while wearing the cardboard box, the agent gains a +2 bonus on Stealth checks plus an additional +2 per two agent levels after 1st, but must make a Bluff check versus any enemies that “sees” him. The magic that makes this box work is very sensitive, as long as it is undamaged it can be used multiple times per day but even minor damage will prevent its functioning until the necessary ritual is done to repair it.
Kejan Liqueur
Usable a number of times per day equal to half of his Agent level (minimum 1), the Agent can take this item to end shaken and other fear effects.
Karama Syrup
When added to sand this liquid transforms the sand into a taffy like substance that provides basic nutrition. Can create 4 servings per day. Tastes rather bland.
Bastille Mushroom
Allows a second fortitude check to rid oneself of disease. Can create 2 mushrooms a day. Tastes like salt water.
Faynemarsh mushroom.
Allows a second fortitude check to rid oneself of Poisons. Can create 2 mushrooms a day. Tastes somewhat like swamp water.
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:
An Agent may gain the ability to make an attack with fatal precision when coming from behind. On a successful sneak attack, she deals +d6 damage. This ability can be stacked several times, but cannot be taken more than once at first level.
Precise Attack:
Agents are able to hone their hand-eye coordination to an incredible degree. Each round, the Agent may declare that he is adding a +1 bonus to either damage or a single attack roll, but not both. This may be stacked several times.
Master of Red Tape:
When dealing with bureaucratic restrictions, the Agent may make a diplomacy or intimidate check at -15 to the DC in order to have the restriction neutralized. This penalty is reduced by 1 for every agent ability you possess.
Military Intelligence:
Agents are masters of knowing their surroundings and their enemies. Most study skills to help in any manner of mission.
Each time this skill is take add three knowledge skills of your choice to your class list.
Illicit Barter:
Agents can be masters of the underworld, and can receive a +1 competence bonus on Diplomacy checks to buy or sell illicit goods. This bonus increases by +1 for every agent ability you possess.
Dumb Luck:
Sometimes you can't fall back on skill. That's when you need to let lady luck do the talking for you. Once per day for each time this ability is taken, the Agent may declare that she is rerolling a roll.
I'm Calling in a Favor:
Agents often do some services for others, and in turn receive services instead of pay. The Agent may make a favor check at a bonus equal to +1 bonus in order to call on a friend, ally, or associate for help. The more often this ability is taken, the higher the bonus becomes. The GM sets the DC based on the difficulty of the favor. The Agent may call in favors a number of times per in game week equal to half their level in the Agent class, rounded down, to a minimum of 1.
Requisition Resources:
For Agents with some connection to an organization of some kind it is easy to acquire resources. Once per day the Agent may make a CHA check to requisition resources during an adventure. The value of these resources equals the agent's level multiplied by the result of the check multiplied by 70. The resources can take on any form within reason. The resources arrive in 1d8 hours, and must be reasonably available when and where the check is made. Therefore, you can't make this check within a dungeon.
Crippling Strike:
Agents with this ability, when they make a sneak attack, can deal a temporary point of Strength damage to an opponent.
Defensive Roll:
Agents may roll with a potentially lethal blow to lessen damage. Once per day, when they would be reduced to 0 or fewer HP, they may make a reflex save (with a DC of damage dealt) to take half damage.
Improved Evasion:
Requirement: Lv 8 or higher.
As Evasion, but allows that the Agent take half damage on a failed reflex save.
Opportunist:
Once per round, the Agent can make an attack of opportunity against an enemy who has just been hit with a melee attack. Counts as the Agent's attack of opportunity for the round, can't be used more than once per round even with Combat Reflexes.
Skill Mastery:
Each time this is chosen, the Agent may select 3+INT mod skills and elect to take 10 in them even under the most dire circumstances. Can be gained up to three times to select more skills.
Slippery Mind:
The Agent can retry a will save against mind influencing effects for up to one round more.
Target Acquired:
An Agent may select a specific individual against whom all checks are at a bonus equal to the number of Agent Abilities the agent has taken. Applies to both direct rolls (such as attack checks against the target itself) and indirect rolls (such as bluff checks against the target's goons), but not direct rolls against any minions of the target (such as attack checks against the target's allies).
Silver Tongue:
As a result of her prowess in wordplay, the Agent may take a +2 competence bonus to Bluff, Bargain, Diplomacy, and Intimidate checks.
Weapons Training:
Agents are known for being proficient with any manner of weapons. The first time the Agent takes this ability he gains proficiency with Archaic weapons or Archaic Firearms. The second time this ability is taken he gains proficiency in Ninja Weapons or one of the previous options not taken. Any time after that the Agent gains proficiency in another category of his choice. If exotic is chosen it is only with a single weapon of the Agents choice. Class restrictions on some weapons still apply.
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.