Table of Contents
There are various, shadowy groups known as “Agencies” that work for various corporations. Their Agents are their eyes, ears, and muscle.
Hit Dice: d8.
To qualify to become a field agent, a character must fulfill all the following criteria.
- Feats: Skill Focus (any)
- Skills: Knowledge (any) 5 ranks, Linguistics 1 rank, Perception 1 rank
- Special: Must be recruited by an Agency.
The field agent’s class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+1||+1||Agent training, UniComm upgrade|
|10th||+7||+3||+5||+5||Legends uncovered (Su), UniComm upgrade|
All the following are class features of the Agent prestige class.
Weapon and Armor Proficiency: An Agent gains no additional weapon or armor proficiency.
An Agent receives additional training that aids her in her fulfilling her duty to explore, report, and cooperate. She can’t receive the same training more than once unless otherwise noted.
A field agent gains additional field agent training at 3rd level and every 3 levels thereafter.
Hand to Hand Training (Ex): This ability functions just like the Monk (Obsidian Blade)’s Unarmed Strike class ability, except that the Agent’s effective Monk level to determine her unarmed strike damage is equal to her Agent level. Levels in Agent stack with any Monk levels she may have for the purpose of determining an Agent’s total Monk level for unarmed strike damage.
Deft Defender (Ex): When the field agent successfully uses the aid another action to increase an ally’s armor class, she gains a +1 dodge bonus to her AC until the start of her next turn.
Eidetic Memory (Ex): Years of training have given the Agent extraordinary recall. An Agent with this training adds half her class level (minimum 1) to all Knowledge skill checks and can attempt all Knowledge skill checks untrained.
Greater Casting: The Agent gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She doesn’t gain other benefits of that class other than spells per day, spells known, and an increased caster level. If the field agent has levels in more than one spellcasting class, she must choose which class to apply this increase to when she takes this field agent training.
Greater Manifesting: The Agent gains new power points per day as if she had also gained a psionic level in a psionic class she belonged to before adding the prestige class. She doesn’t gain other benefits of that class other than power points per day, powers known, and an increased psionic level. If the field agent has levels in more than one psionic class, she must choose which class to apply this increase to when she takes this field agent training.
Know Thy Enemy (Ex): The field agent can select one creature type, and gains a +5 bonus on Knowledge checks to identify creatures of the chosen type. This can be taken more than once, and applies to a different creature type each time.
Rogue Talent: The field agent can select any rogue talent for which she qualifies.
Skill Specialization (Ex): The field agent can select any skill to become a class skill for her. In addition, she gains a bonus on checks with the chosen skill equal to half her class level. This training can be selected more than once, applying to a different skill each time it is taken.
Sneak Attack +1d6 (Ex): This ability is exactly like the rogue ability of the same name, but using only levels in Agent to determine the number of dice. If the field agent gains a sneak attack bonus from another source, the bonuses on damage stack. A field agent must be at least 3rd level before selecting this training.
Trapfinding: This training functions as the rogue class feature of the same name. Levels in field agent stack with levels from other classes that grant this ability for the purpose of determining a field agent’s total trapfinding bonus.
At 1st level, the Agent receives a UniComm. It is a specially modified comm that gains the benefits below. Otherwise, the Comm’s base stats are the same as Duo Union v12 with Pseudodragon Processor III and OvrClck’d RAM III accessories.
At 1st level and every 3 levels thereafter, a field agent can add an additional ability to her UniComm. These abilities must be added to UniComm provided by their Agency, not to any other Comm, Laptop, or Desktop (though an Agent can possess more than one comm, laptop, or desktop at a time, if she chooses). If an Agent loses her upgraded UniComm, she can purchase a new one at the normal cost plus 1000cal for each field agent level she possesses, keeping all previously selected upgrades.
An Agent can choose from the UniComm upgrades listed below. Any upgrades that grant additional spell effects use the Agent’s class level to determine effects that depend on caster level.
Dancing Lights: The field agent replaces her UniComm’s ability to cast light with the ability to cast dancing lights at will.
Daylight: Once per day, the field agent can use her UniComm to cast daylight. This upgrade can be selected more than once. Each additional time it’s selected, the Agent gains another use of the spell per day.
Flask: A hidden compartment is added into the UniComm’s casing, allowing a single potion, oil, or dose of poison to be hidden within. This substance can be retrieved with a swift action that doesn’t provoke attacks of opportunity (as opposed to the normal move action required to retrieve a stored item). Drinking the potion or applying the oil or poison still requires a standard actionthat provokes attacks of opportunity. The field agent gains a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking her to detect items in the hidden compartment.
Hidden: An Agent with this upgrade can, three times per day, turn her UniComm invisible and mask its magical aura as if it were under the effects of invisibility and magic aura. Each time this effect is used, it lasts for up to 1 hour per 2 class levels the Agent possesses (minimum 1 hour), and can be dismissed by the field agent as a move action.
Cybermage Ware: You can upload and use a Cybermage ware of your choice. The level of the spell cannot exceed what you would be able to cast if you were a caster of the same level. You can combine your base class and Agent levels to determine your “total caster level” and may choose from the Cybermage spell list.
Shielding: Once per day, the field agent can activate her UniComm to gain a +2 deflection bonus to AC for a number of minutes equal to her Agent level. This bonus increases by 1 for every 5 class levels the Agent possesses.
Silence: Once per day, the Agent can use her UniComm to emit an aura of silence, as the spell. The silence effect must be centered on the wayfinder. This upgrade can be selected more than once. Each additional time the upgrade is selected, the agent gains another use of the spell per day.
Stabilize: The UniComm can be used to cast stabilize at will.
At 2nd level and every 3 levels thereafter, a field agent can select a bonus feat. Each of these bonus feats must be Skill Focus or a Combat feat.
The Agent must meet the prerequisites of the selected bonus feat.
Legends Uncovered (Su)
At 10th level, an Agent has the ability to uncover the secrets of the distant past. Once per day when studying or researching a person, place, or artifact of antiquity, the agent can dedicate herself to the task to gain benefits as though she were casting the spell legend lore.