There have always been and will always be people who survive and thrive based on their wits and reflexes. In an age of technology, those with quick minds and steady hands are just as often found working productive, mainstream lives as they are found working in society’s underbelly. Those whose lifestyle choices lead them into dangerous situations are generally agent.
A agent is genrally a pragmatist, naturally filling in gaps of expertise and finding places to make themselves useful, even if the end goal of this usefulness is only personal wealth, as it often is. Any dangerous or sufficiently risky endeavour needs the skills of sneaks eventually, whether it is an altruistic one or a nefarious one, and the sneaks working for even the most straight-laced bosses know that people like them do the dirty work that perpetuates the cause.
While some are true believers, agent are just as often of a mercenary mindset, not caring about motives as long as the pay is good. Discretion, stealth, guile, and skilled hands are the marketable skills of a sneak, and though the skill-sets of those who fall into this character class vary widely, they all tend to be of similar base aptitudes.
Role:Agent are primarily skill-user characters, very similar to the base Pathfinder rogue. They can focus their skills with a number of talents. While a sneak can be a very deadly combatant, they are just as often mediocre warriors who rely on trickery, diplomacy, or stealth to avoid fights. Sneaks, with their high skill points and affinity for the Dexterity ability score, are also often found employed as combat pilots and ground vehicle operators, a role to which they are at least as well suited as techies.
D� de vie
(d6)
Skills
The agent class skills (and the key ability for each skills) are
Appraise (Int), Balance (Dex), Bluff (Cha), Climb
(Str), Computer use (Int), Craft (Int), Decipher Script (Int), Demolition (Int), Diplomacy (Cha), Disable devise (Int), Disguise (Cha), Drive (Dex), Entertain (Cha), Escape artist (Dex), Forgery (Int), Gamble (Wis), Gather information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move silently (Dex), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int), Research (int), Search (Int), Sleight of hand (Dex), Spot (Wis) , Swim (Str), Tumble (Dex).
Nombre de skills au 1er niveau: (8 + Modificateur d'Intelligence) x 4 Nombre de skills par niveau: 8 + Modificateur d'Intelligence
Beggining at 1st level, the agent gains a +5 competence bonus on any diplomacy checks made to buy or sell illicit or illegal goods.
Security expertise
The agent is very proficient in the security business. He can now disable security system, traps and magical traps with the disable device skills. Others characters without this ability can't.
Sneak attack +1d6
If a agent can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The agent’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the agent flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two agent levels thereafter. Should the agent score a critical hit with a sneak attack, this extra damage is not multiplied.Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a stun baton or an unarmed strike, a agent can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A agent can sneak attack only living creatures with discernible anatomies, undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The agent must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A agent cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Starting feats
The agent begins play with the following feats: Weapon group proficiency (blaster pistols) Weapon group proficiency (simple weapons) Armor Proficiency (light).
Bonus feat
At 2th, 6th, 10th, 14th and 18th level, the agent gains a general bonus feat that can be choose in the following list:
At 2nd level and higher, a agent can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the agent is wearing light armor or no armor. A helpless agent does not gain the benefit of evasion.
Sweep
An agent knows how to size up an area and get the lay of the land in a single sweep of her eyes that often isn't perceptible to those around her. This sweep provide a +4 circumstance bonus on spot checks and covers an area out to 30 feet away from the agent (but not behind her). The agent can use this bonus at the start of an encounter to look for obvious ennemies, alarms, and surveillance devices, traps, escape routes, and any expensive objects that can easily be concealed and carried away if she so chooses.
Anythin not concealed can be spotted in a sweep with a successful check (dc 10). The dc for concealed or less obvious threats is equal to their hide check result.
Uncanny dodge (Dex bonus to defense)
Starting at 4th level, a agent can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat- footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved implements
The agent becomes an expert at using improvised weapon and tolls. Sometimes, a mission calls for the agent to enter a situation without a weapon. In such cases, she can turn ordinary objects into lethal weapons. A chair, a vase, a heavy book, a broken bottle, a full can of beer, these and other ordinary objects can become weapons in the agent hands.
At 5th level, an agent no longer takes a -4 penalty when wielding an improvised weapon. Also, the agent is able to make do without proper equipment in certain circumstance. She no longer take a -4 penalty when using the climb and disable device skills without the proper tools.
Uncanny dodge (Can't be flanked)
A agent of 10th level or higher can no longer be flanked. This defense denies the agent ability to sneak attack the character by flanking her, unless the attacker has at least four more levels of agent than the target has in agent level.
Improvised weapon damage
At 9th level, an agent attacks with improvised weapons deal more damage. She treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.
Without a trace
At 14th level, an agent becomes so good at what she does, that she leavers almost no trace behind when she use any of the following skills: Balance, Climb, Disable Devise, Escape Artist, Hide, Move Silently, and Sleight of Hand. Those using Listen, Search or Sport to detect the agent activity take a -4 penalty.
Improved sweep
At 12th level, an agent ability to get lay of the land improves. Now she not only spots potentials perils with a successful check, she can determine the relative strength of these dangers. A successful check relates the danger's strength compared to the agent. The range of this ability increase to 60 feet.
Improve evasion
This ability works like evasion, except that while the agent still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless agent does not gain the benefit of improved evasion.
Improved without a trace
Those using Listen, Search or Sport to detect the agent activity take a -8 penalty.
Master Strike
At 20th level, a agent becomes incredibly deadly when dealing sneak attack damage. Each time the sneak deals sneak attack damage, she can choose one of the following three effects:
- put to sleep for 1d4 hours - paralyzed for 2d6 rounds, or - slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the agent's level + the agent's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that sneak's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.