Agent
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Spheres of Guile
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The agent gets where they intend and accomplish their goals quietly and discreetly. When things go well, they have the option of preventing anyone even knowing they were ever present. Other times, they might suddenly deliver justice to a foe who never saw them coming. Typical jobs they perform for their employers or faction include sabotage, deliveries, thievery, spycraft, and information gathering.

Alignment: Any.

Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Trained.

Hit Die: d8.

Skill Ranks Per Level: 6 + Int modifier (the background skills variant adds another 2 ranks for background skills).

Role: An agent is invaluable at slipping past all sorts of defenses and infiltrating secure areas undetected. In combat, they demonstrate great mobility to strike opponents exactly where and when they are most vulnerable. They avoid facing foes directly until they are in a good position to win quickly.

Class Skills: The agent’s class skills are Artistry (Int), Craft (any) (Int), Lore (any) (Int), Perception (Wis), Perform (any) (Cha), and Profession (any) (Wis). In addition, if this is the character’s first level, they choose a trade tradition. Their trade rank is adroit. If this is not the character’s first level, they instead choose one trade talent from the Vocation sphere as a bonus talent.

Without Trade Traditions: If not using a trade tradition, the agent has the following class skills: Acrobatics (Dex), Artistry (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Lore (any) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and four other class skills of the agent’s choice, chosen at 1st level.

Class Features

Skill Talents
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Any Utility
1st +0 +0 +2 +2 Discerning strike +1d4, ploy, skill expertise, surgical finesse 0 1
2nd +1 +0 +3 +3 Conspiracy, devious technique 1 1
3rd +2 +1 +3 +3 Discerning strike +2d6, web of secrets 1 2
4th +3 +1 +4 +4 Efficient heist 2 2
5th +3 +1 +4 +4 Coordinated combat +1, discerning strike +2d8 2 3
6th +4 +2 +5 +5 Conspiratorial ploy 3 3
7th +5 +2 +5 +5 Discerning strike +3d8 3 4
8th +6/+1 +2 +6 +6 Silent engagement 4 4
9th +6/+1 +3 +6 +6 Coordinated combat +2, discerning strike +4d8 4 5
10th +7/+2 +3 +7 +7 Devastating disclosure 5 5
11th +8/+3 +3 +7 +7 Discerning strike +5d8 5 6
12th +9/+4 +4 +8 +8 Just a bad dream, sensory shutdown 6 6
13th +9/+4 +4 +8 +8 Coordinated combat +3, discerning strike +6d8 6 7
14th +10/+5 +4 +9 +9 Always a clue 7 7
15th +11/+6/+1 +5 +9 +9 Discerning strike +7d8 7 8
16th +12/+7/+2 +5 +10 +10 You do not know me 8 8
17th +12/+7/+2 +5 +10 +10 Coordinated combat +4, discerning strike +8d8 8 9
18th +13/+8/+3 +6 +11 +11 Twin technique 9 9
19th +14/+9/+4 +6 +11 +11 Discerning strike +9d8 9 10
20th +15/+10/+5 +6 +12 +12 Ghost, what were we doing? 10 10

Weapon and Armor Proficiencies

Agents are proficient with simple and martial weapons as well as light armor and bucklers.

Skill Expertise (Ex)

An agent may combine spheres and talents to perform incredible acts of guile. Whenever the agent gains a skill talent, they must choose a skill sphere to spend it on. The first time a character spends a skill talent on a given skill sphere, they gain that sphere’s base abilities instead of gaining a talent within the sphere.

After a character possesses a base sphere, spending an additional skill talent on that sphere gains them one of that sphere’s talents. Agents are considered Journeyman operatives and choose Intelligence, Wisdom, or Charisma as their operative ability modifier. The Journeyman skill talent progression is reprinted in the Agent table for ease of reference.

(Talents under Any can be any skill talent that the agent qualifies for, while talents listed under Utility must have the [utility] tag.)

Discerning Strike (Ex)

An agent deals additional precision damage upon hitting a target that is unable to defend itself effectively against an attack. Discerning strike can be used on any target that is flat-footed or otherwise denied its Dexterity bonus to Armor Class against the attack (whether or not the target has a Dexterity bonus) as well as any target that is threatened by an ally of the agent (other than the agent). The agent can outwit a target as a cost to deal discerning strike damage to it outside the above conditions. If the agent would deal discerning strike damage a second or subsequent time to the same target on the same round, it is reduced to 1 point per die. This damage is not multiplied on a critical hit. Anything that prevents the additional damage from critical hits likewise prevents precision damage. The agent cannot deal discerning strike damage to a creature with total concealment or farther than 30 feet away.

Discerning strike deals an additional +1d4 damage at 1st level. This damage increases to 2d6 at 3rd level. At 5th level, the damage dice increase to 2d8. At 7th level and every odd level thereafter, the damage increases by +1d8 (3d8 at 7th, 4d8 at 9th, and so on).

You can use this ability to meet prerequisites as if it were sneak attack with the same number of dice. Additions and improvements to the sneak attack ability can be applied to discerning strike, but if the benefit is not based on the number of damage dice then you cannot apply it to both sneak attack and discerning strike; you must pick one or the other to improve when you gain the option.

Ploy

The agent is trained in special techniques by their organization to move unnoticed wherever they are needed. At 1st level, the agent chooses a ploy from the options at the end of the class description. The agent’s ploy grants a bonus skill sphere and a new ability.

Surgical Finesse (Ex)

An agent gains Weapon Finesse as a bonus feat. In addition, they can apply their operative ability modifier, instead of their Strength or Dexterity modifier, on damage rolls with melee or thrown weapon attacks.

Conspiracy

By 2nd level, the agent becomes trusted with some of their organization’s collected secrets. The agent chooses an agent conspiracy (listed at the end of the class description), which grants them another skill sphere and unlocks other abilities at later levels.

If the agent has the conspiracy feature from another class, the agent must choose the same conspiracy but combines the levels in both classes to determine save DCs for both classes and to determine the effects of that conspiracy from both classes. These combined levels can grant improvements to abilities but not new abilities.

(Gaining a base sphere a second time grants a bonus talent from that sphere.)

Devious Technique (Ex)

At 2nd level, the agent learns to take full advantage of a compromised target. Whenever the agent hits with a discerning strike, the agent can choose a single devious technique to apply to the attack. They gain a devious technique option from their ploy.

In addition, they gain the following options. If an option allows a saving throw, the DC is 10 + 1/2 agent level + agent’s operative ability modifier.

Sensory Slash

A creature damaged by the agent’s discerning strike takes a -2 penalty to Perception for 1 minute per agent level. At 6th level and every four levels thereafter, this penalty increases by 1 (to a maximum of -6 at 18th level). In addition, the creature must succeed at a Reflex saving throw or be deafened or partially blinded (agent's choice). A creature can spend a move action to attempt another save to remove this condition. A partially blinded target treats all creatures as having concealment.

At 6th level, the agent can disable any imprecise sense the creature has (such as scent or blindsense) instead of deafening it or muddle a special precise sense (such as blindsight) to give creatures sensed through it concealment instead of partially blinding the target. The agent can also deliver this devious technique as a melee touch attack as a standard action that doesn't deal damage.

At 10th level, this ability has the option to give the blinded condition or to interfere with one other sense, such as tactile sense or blindsight. The creature can spend a standard action to attempt an additional save against this ability (rather than a move action). In addition, the agent can use sensory slash as a ranged touch attack as long as they are within 60 feet of their target. At 14th level, the agent affects the creature even on a successful save, but a successful save reduces the duration to until the end of the agent’s turn. On a failed save, the agent can cause this ability to become permanent.

This effect can be removed by remove blindness/deafness, greater restoration, miracle, or wish spell.

Throat Punch

If the discerning strike target needs to breathe, it takes a penalty on auditory skill uses (including many Bluff, Diplomacy, and Intimidate uses) and abilities using its voice for 1 minute: –2 on skill checks and –1 to save DCs. In addition, it must succeed at a Reflex saving throw or it is unable to speak above a whisper for the same duration. When you deliver a throat punch, the Perception DC to hear the sounds of combat from you and the affected target increases to 10 + your Stealth ranks (rather than the usual -10); this increase doesn't apply to explosive items such as firearms or fire bombs.

The creature’s spells with verbal components have a 20% spell failure and the ranges of all its auditory abilities using its voice (including most language-dependent skills, spells, and abilities) are reduced to 10 feet. Anyone farther than 10 feet away must succeed at a Perception check (modified for range and circumstance normally) with base DC 20 to make out its words, or DC 15 to even notice the sound of its voice.

At 6th level, a failed save increases the penalties to –4 for skills and –2 for DCs and the duration to 10 minutes. At 10th level, the penalties are always –4 for skills and –2 for DCs and the agent can choose for a failed save to make the target unable to breathe or speak for the first 1d4 rounds; they must hold their breath to avoid suffocating. A successful Heal check as a standard action against DC 10 + twice agent level can restore breathing immediately; the creature can also breathe again immediately if restored to its maximum hit points. At 14th level, the agent can stop the target from breathing for 1d4 minutes on a failed save.

Sensory Shutdown

At 12th level, the agent gains the option to force the creature to succeed at a Reflex saving throw or become stunned for 1 round; while stunned by this ability, the creature cannot perceive anything. A creature with Hit Dice equal to the agent’s level – 5 or lower must attempt an additional successful Fortitude save or be reduced to -1 hit points; the agent can decide to automatically stabilize the creature or not. A creature cannot be affected by this ability more than once per day, regardless of the source of the ability.

What Were We Doing?

At 20th level, the agent can use their just a bad dream ability (gained at 12th level) on any creature regardless of its hit points as a devious technique option. If the agent reduces the creature’s hit points to 0 or lower, the creature must roll the saving throw against this ability twice, taking the lower of the two results. A creature affected in combat becomes flat-footed until the start of their next turn but is aware that the agent attacked them unless other circumstances prevent this realization (such as sensory shutdown or sensory slash).

Web of Secrets (Ex)

At 3rd level, the agent’s network of co-conspirators reaches far enough to regularly send them useful information. As part of gathering information or preparing plans in a settlement, the agent gets an additional benefit determined by the conspiracy they chose.

Efficient Heist (Ex)

Starting at 4th level, the agent is quick and efficient at acquiring assigned items and deploying the right tool for the job. The agent can stow an item as a free action once per turn and can draw a tool as part of the action to use it. In addition, the agent knows how to fit a lot into a tight space, increasing their Strength score by 4 for purposes of calculating their carrying capacity.

Coordinated Combat (Ex)

At 5th level, the agent learns to make optimal use of their allies’ support. The agent gets a +1 bonus to attack rolls as long as an ally threatens that creature or the agent’s attack roll or weapon damage gets a bonus from an ally’s recent action (including aid another, a skill, a spell, or an ability). A bonus from an ally can only trigger coordinated combat if it was added since end of the agent’s last turn. The agent’s conspiracy adds an additional way to get this bonus. Any attack with this bonus triggers the agent’s discerning strike damage (subject to its usual limit per round, range, and not through total concealment). The bonus increases by 1 at 9th level and every four levels thereafter (+3 at 13th and +4 at 17th).

Conspiratorial Ploy (Ex)

At 6th level, the agent learns to use their ploy with allied operatives. The effect is determined by the ploy they chose at 1st level.

Silent Engagement (Ex)

Starting at 8th level, the agent’s attacks are quick and silent. When the agent deals discerning strike damage to a creature, the agent attempts a Stealth check and the Perception DC to hear the attack is equal to the agent’s Stealth check result. They reduce the Stealth penalty for sniping and hidden combat maneuvers by an amount equal to their agent level (minimum 0 for bull rush, drag, grapple, or reposition).

In addition, the agent can use any of their devious techniques as a touch attack. Doing so deals no damage and works only on targets that could be subject to discerning strike. An affected target does not realize they have been affected until they take an action affected by the devious technique unless they succeed at a Will save to disbelieve this ability (similar to disbelieving an illusion, using the devious technique’s save DC). If the effect is immediately obvious, the creature at first assumes it is noticing something in the area rather than targeting it. (A blinded creature might think the lights had gone out, for example.)

Devastating Disclosure (Ex)

At 10th level, the agent can exploit what they have discovered to leave rivals speechless. As part of a successful Bluff check to lie or convey an implausible truth using evidence that takes at least 1 minute, Diplomacy check to improve an attitude, or Intimidate check to demand cooperation, the agent can invoke the target’s motivation and give proof of accessing that motivation (such as stealing an item, meeting someone the individual cares about, or infiltrating a personally important refuge) to either make the target dumbfounded for 1 hour or else give the target the choice of being enraged or frightened for 4 rounds and then livid or shaken for 1 hour.

A successful Will save reduces the condition to shocked, livid, or shaken, respectively, and the duration to 1 round. The target is then immune to the agent’s devastating disclosure using that motivation indefinitely and the agent cannot attempt to use a different motivation in a devastating disclosure to that target for 24 hours. The creature can attempt to reduce the dumbfounded condition with 1 minute of reflection (Will save DC 10 + 1/2 agent level + operative ability modifier).

The agent can instead add this effect to an ally’s skill check of an appropriate type by successfully invoking the opponent’s motivation as part of aiding the ally’s skill check.

Just a Bad Dream (Ex)

At 12th level, an agent can start to remove any memory of themselves from a creature, causing fuzzy recollection of the agent and their actions. If the agent deals damage with their discerning strike ability and knocks a creature unconscious, they can force that creature to attempt a Will saving throw (DC equals 10 + 1/2 the agent’s level + their operative ability modifier). If this saving throw fails, the creature forgets any specific details about the agent they might have known (such as specific interactions) as well as any situations in which the agent was involved (such as heists or other events). This only applies to memories formed over 1 hour per agent level; memories further back than that are unaffected. The agent can use this ability against an unconscious creature without the need to deal damage by invoking a motivation (they can subconsciously understand things you whisper to them), although doing so takes 10 minutes. This is a mind-affecting effect.

An affected creature reminded of a circumstance involving the agent attempts an additional saving throw with a +2 bonus to remember the agent, but failing this saving throw a second time cements the forgetting, no longer allowing them to remember without magical aid. A creature who succeeds at a saving throw against this ability cannot be affected by it for 1 month. Modify memory or greater restoration can restore the lost memory.

At 16th level, the agent can reduce the time needed to use this ability without dealing damage to 1 minute. The agent can also remove memories from as long ago as 1 day per level, as well as choose to selectively leave certain memories in place.

A creature that succeeds at its saving throw is immune for 1 day instead of 1 month. The agent can also affect a number of unconscious creatures at once equal to their operative ability modifier.

Always a Clue (Ex)

At 14th level, the agent is so well-versed in deception and trickery that they can learn a great deal from enemy attempts at misdirection. Whenever the agent succeeds at a Perception check to notice a creature using Sleight of Hand or Stealth, the agent can spend 1 use of skill leverage to deduce the location of the nearest item that the opposing creature has hidden or protected (which might be hidden on their person). If the agent knows any of the creature’s motivations, they can instead learn the location of the nearest item related to that motivation or a specific item of the agent’s choice related to that motivation. In addition, the agent’s ploy grants another use for this ability.

Finally, whenever the agent picks up an item, they can spend 1 use of skill leverage as a swift action to deduce the owner’s strongest feeling about the item and whether it is closely related to one of the owner’s motivations (use the previous owner if there is no current owner).

You Do not Know Me (Ex)

At 16th level, the agent can imbue a single page of written text with their just a bad dream ability, the effects of which last for a number of days equal to the agent’s operative ability modifier. Due to the personal nature of this text, the agent must choose a specific motivation when they write it. Only creatures who have that motivation are affected. Reading this page of dialogue takes 1 minute, and additionally can cause the creature to forget the agent’s face, knowing only the most vague of details about them.

Twin Technique (Ex)

At 18th level, the agent can use two devious techniques simultaneously on the same discerning strike.

Ghost (Ex)

At 20th level, the agent can use their just a bad dream class feature on an unconscious creature as a full-round action. The agent can also choose to remove all memory of the agent, the agent’s allies, and their actions from the creature’s memory. By invoking one of the target’s motivations, the agent can also implant a single false memory into the creature’s mind of a span of time no longer than the action the agent spent implanting the memory. This memory can be disproven with evidence, although the creature remains unaware of the source of this false memory even if it is disproven.


Agent Ploys

An agent can choose one of the following ploys at 1st level. It grants a skill sphere and a special ability. The agent’s ploy cannot be changed except by retraining. At 2nd level, the ploy grants an option for the devious technique class feature, which improves the discerning strike ability. At 6th level, the ploy grants a conspiratorial ploy ability related to completing missions alongside allies with varying skillsets. At 14th level, the ploy grants another way to use the always a clue class feature.

Bravado

The agent specializes in creating and exploiting distractions.

Sphere: Bluster

Feature: Distracting Attack (Ex): Whenever the agent makes an attack, they can attempt a Bluff or Intimidate check as a free action to either create a diversion or pose a menace (new Intimidate use) first. Only the target of the attack is distracted on a success and the agent is the subject of the diversion, but the creature remains distracted until the start of the agent’s next turn. The agent’s discerning strike also applies to creatures that they have distracted or made oblivious.

Devious Technique Option: Muddle: The target becomes uncertain for 1 minute. The target gets a -2 penalty to all attacks to hit the agent while uncertain this way, or -4 if the target is at least shocked. It can use a standard action to attempt to end the condition. At 6th level, the target must succeed at a Will save or the condition is shocked. At 10th level, a failed save makes the target confused or dumbfounded (agent’s choice) for 1 round and shocked for the rest of the minute. At 14th level, a failed save can make the target confused, dumbfounded, or stunned (agent’s choice) for 1 round and shocked for 1 hour.

Conspiratorial Ploy: Talk Over (Ex): Whenever one of the agent’s allies within 30 feet attempts a Bluff, Diplomacy, or Intimidate check, the agent can interrupt as an immediate action after seeing the die roll but before success or failure is determined. The agent attempts a Bluff or Intimidate check against DC 5 + the DC of the ally’s check. On a success, the agent distracts others from thinking through the ramifications of the ally’s attempt.

There are no effects of the interrupted check’s success or failure except that the ally takes a –4 penalty on any attempt to try the same check on the same subject against the same target again for 24 hours.

Always a Clue: When an opponent fails a Bluff or Intimidate check to create a diversion, pose a menace, lie, or demand cooperation from the agent or the agent disbelieves an opponent’s illusion, the agent can spend 1 use of skill leverage to learn the nearest item that the opponent does not want the agent to find (or a specific one, if the agent knows one of the opponent’s motivations).

Discipline

The agent specializes in mastery of the self and the subduing of others.

Sphere: Body Control

Feature: Shrink Away (Ex): The agent can end movement in any creature’s space by squeezing (an Acrobatics check is still required to enter an enemy’s space). The agent gains positional concealment whenever they squeeze which is lost until the start of their next turn after they take a hostile action. As long as they grapple a creature, the agent can also gain positional concealment from anyone who is not touching them until the grapple ends. The agent has cover against all attacks while squeezing into the space of a creature of the same size category or larger. They take no penalty from squeezing to attack with a light melee or natural weapon, and take no penalty to AC from squeezing against one-handed and two-handed melee weapons. The agent’s discerning strike also applies to creatures that they are grappling or that are in the agent's space.

Devious Technique Option: Inside Fighting: The agent keeps too close to the target for them to counterattack accurately. The target takes a –2 penalty to attack rolls (and combat maneuver checks) until the end of the target’s next turn. Against the agent, the penalty also applies to CMD. At 6th level and every four levels thereafter, the penalty increases by 1.

Clever Technique: At 6th level, the agent can choose one of the following as a swift action after their discerning strike hits:

  • Attempt an Escape Artist check against the target, or
  • Attempt a combat maneuver against the target that they have the Improved feat for from the following list: grapple or trip.

At 10th level, if the agent’s skill check or combat maneuver check succeeds, the target is also entangled until the end of its next turn.

At 14th level, the agent can attempt an Escape Artist check or combat maneuver as a free action once per round instead of a swift action.

Conspiratorial Ploy: Lead Meditation (Ex): Allies within 60 feet who can see or hear the agent while the agent is meditating can adopt the agent’s approach as a swift action to gain the benefits of the agent’s meditation and current (control) talent. They abandon the approach when they spend 1 round out of range of the agent or unable to see or hear the agent. If the ally abandons the approach while they and the agent can see or hear each other within 60 feet, the agent can choose one of their (clarity) talents as an immediate action and the ally gets the benefit of the chosen talent.

Always a Clue: When the agent succeeds at an Escape Artist check against an opponent, the agent can spend 1 use of skill leverage to learn whether each item the opponent carries is magical or not, which three are the most valuable, and the magic auras of those items.

Imposture

The agent specializes in being unrecognized.

Sphere: Subterfuge

Feature: Misleading Attack (Ex): As long as an opponent believes the agent is not taking a side in combat, the agent can make an attack against them as a subtle action using Sleight of Hand (page 70). This Sleight of Hand check always takes the –10 penalty for not slowing down (which can be reduced by the confident subtlety approach). If the target’s opposed Perception check fails against the agent’s Sleight of Hand check, they are denied their Dexterity bonus to AC against the agent’s attack.

In addition, whenever the agent makes an attack, they can attempt a Sleight of Hand check as a free action to pin the blame on another creature who could attack the target. Success on the skill check causes the target to believe the attack was made by the chosen scapegoat. This check applies the same modifiers as if it were a Bluff check to lie that the other creature made the attack (so it is easier to frame someone who has already attacked than to frame a trusted confidante, and the absence of a drawn weapon might apply a penalty). If the agent’s check succeeds when the claim would cause the creature to believe they have been betrayed by an ally in combat or any other time it could have lasting consequences for either the tricked creature or the scapegoat, the tricked creature gets a Will save with a +4 bonus; on a successful save, the creature becomes uncertain for 1 round instead of being misled. A creature who attempts this saving throw, successful or not, is immune to this feature for 24 hours.

Devious Technique Option: Subtle Setup (Ex): The agent’s confusing antics keep the target off-balance. The target takes a –2 penalty to attack rolls until the end of the target’s next turn. Against the agent, these penalties also apply to AC (and CMD) and to skill checks. At 6th level, the agent can attempt a Bluff check to create a diversion that only distracts the target of the discerning strike as a free action; if the agent chooses the scapegoat of their successful misleading attack as the subject of the diversion, the agent automatically succeeds and the target is distracted by that creature until the end of the agent’s next turn. At 10th level, the penalty increases to –4. At 14th level, if the agent successfully distracts the target with this ability, that creature must succeed at a Will saving throw or be confused while distracted.

Swift Setup (Ex): At 6th level, the agent can as a swift action attempt a combat maneuver against the target that they just hit with discerning strike. The maneuver must be one that they have the Improved feat for from the following list: dirty trick, disarm, reposition, steal. At 14th level, the agent can make the combat maneuver as a free action instead of a swift action.

Conspiratorial Ploy: Consistent Story (Ex): When a creature fails their Perception check against the agent’s Disguise check, they take the agent’s appearance and those of the agent’s apparent allies for granted until they succeed at a Perception check against the agent’s Disguise check. That creature takes a –4 penalty to Perception checks against the Disguise and Sleight of Hand checks of the agent and the agent’s apparent allies and they take a –8 penalty to Sense Motive checks against lies the agent or the agent’s apparent allies tell that are believable given their appearances.

Always a Clue: When the agent succeeds at a Perception check against an opponent’s Disguise, the agent can spend 1 use of skill leverage to learn whether each item the opponent carries is magical or not, which three are the most valuable, and the magic auras of those items.

Silence

The agent specializes in being unheard and unseen.

Sphere: Infiltration

Feature: Vanish into the Crowd (Ex): Any soft cover allows the agent to use Stealth at no penalty. If the agent loses cover or concealment while they are using Stealth, the agent does not break Stealth due to being revealed until they complete their next action or until the agent’s next turn ends (whichever is first).

Devious Technique Option: Trip Up: The agent undermines the target’s footing until the end of its next turn. The target takes a -10-foot penalty to its speeds and cannot take 5-foot steps or move using free, swift, or immediate actions. At 6th level, it cannot withdraw or draw a weapon as part of movement. At 10th level, the penalty increases by 5 feet. At 14th level, it cannot charge or run.

Efficient Infiltration: At 6th level, the agent can choose one of the following devious techniques as a swift action after hitting with discerning strike:

  • Move 5 feet and gain positional concealment from the target until the end of the agent’s next turn, which makes it possible to use Stealth against the target
  • Target an exposed item in the target’s space with fast sabotage

At 10th level, if the agent successfully uses Stealth or fast sabotage on the target with this ability, the target must succeed at a Will saving throw or become shaken until the end of the agent’s next turn. At 14th level, the agent can move or sabotage as a free action once per turn instead of a swift action.

Conspiratorial Ploy: Coordinated Infiltration (Ex): Increase the Perception DC to hear the sounds of combat from you and your allies within 30 feet to 10 + your Stealth ranks (rather than the usual -10); this increase doesn't apply to innately loud effects such as firearms, fire bombs, or sonic attacks. Whenever an ally attacks, as an immediate action you can apply the effects of your throat punch to it if the attack qualifies.

Always a Clue: Whenever the agent succeeds at a Perception check to notice a trap, the agent can spend 1 use of skill leverage to deduce the location of the nearest item that the trap’s creator has hidden or protected.


Agent Conspiracies

An agent can choose one of the following conspiracies at 2nd level. It grants a skill sphere. At 3rd level, it determines the benefit of the web of secrets class feature. At 5th level, it opens up another way to use the coordinated combat class feature. Once chosen, the agent’s conspiracy cannot be changed (without retraining).

Censorship

The agent hunts down dangerous information, especially magical secrets. A censorship conspiracy might protect the innocent from evil magic, try to keep a guild’s secret techniques from being copied by those who would misuse it, or destroy anyone who even gets close to a secret at the heart of a government or magical artifact.

Sphere: Spellhacking

Web of Secrets: The agent’s co-conspirators track magical activity in the region. The agent can attempt a free Diplomacy check to gather information about a magic item, spellcaster, magical phenomenon, or creature with magical abilities within a week’s travel of the local settlement.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as an ally has succeeded at a Knowledge (arcana or religion) check or Spellcraft check to learn about the target or the target’s items since the end of the agent’s last turn and told the agent. Coordinated combat also applies if any other creature succeeded at a dispel check or caster level check for a spell or ability that targets the creature or an item or spell on it since the end of the agent’s last turn.

Collusion

The agent interferes with diplomatic ventures and arranges clandestine alliances. A collusion conspiracy might be tied to a political movement, a noble house, or even a business.

Sphere: Communication

Web of Secrets: The agent’s co-conspirators watch potential allies or rivals closely. The agent can attempt a free Diplomacy check to gather information about a creature active in the local settlement.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage also apply as long as an ally has successfully used any language-dependent skill or ability on the target or the agent since the end of the agent’s last turn.

Counterintelligence

The agent can read any opponent like an open book. A counterintelligence conspiracy might be part of a government’s shadier side, a network of especially clever criminals, or aspiring revolutionaries.

Sphere: Investigation

Web of Secrets: The agent’s co-conspirators speculate about long-term ramifications of every event. The agent can spend 1 use of skill leverage to attempt a Sense Motive check as a free action to sense a goal or get a hunch about a creature they interacted with since last gathering information or preparing plans. They can always take 10 on this check.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage also apply as long as an ally has done any of the following since the end of the agent’s last turn:

  • Successfully used the Investigation sphere analyze action on the opponent.
  • Successfully used a divination or similar ability to learn about the opponent.
  • Succeeded at a Perception or Sense Motive check with a result of at least 15 + the opponent’s Hit Dice.
  • Pointed out the opponent when it was hiding, disguised, or using an illusion.

In any case, the ally must tell their findings to the agent to trigger coordinated combat.

Enterprise

The agent is out for profitable treasure and valuable information. An enterprise conspiracy might be a cartel of ambitious traders, a front for a criminal organization, or agents of a mercantile government with dreams of economic alliance or conquest.

Sphere: Faction

Web of Secrets: The agent amasses information on everyone’s capabilities. The agent can spend 1 use of skill leverage to attempt an Appraise or Knowledge (local) check to learn about a creature or an item and can determine the result as if rolling a 20 on the die. The information is based on what could be gathered where the agent last gathered information or prepared plans.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as an ally has succeeded at a Appraise, Craft, Diplomacy, Profession, or Sense Motive check with a result of at least 15 + the opponent’s Hit Dice against the opponent since the end of the agent’s last turn. The check can be to influence the opponent or to learn about the opponent or their items (in which case the ally must tell the agent what they learned). The bonus and damage also applies against any opponent that has taken an item from any other creature or had a creature other than the agent take an item from it since the end of the agent’s last turn.

Revolt

The agent knows just what to say to make people angry and ready to rise up. A revolt conspiracy is often composed of freedom fighters against a hostile government, but could also be a labor movement against cruel employers, an organized crime ring that uses emotion as a smokescreen, or warmongering political operatives.

Sphere: Bluster (Intimidate skill)

Web of Secrets: The agent’s conspirators share news of the most recent government failures, crime, and political dissent, allowing a free Diplomacy check to gather information on that topic. Alternatively, the agent can attempt a DC 15 Intimidate check to have their contacts spread a rumor inciting revolt in the settlement. By spending 1 use of skill leverage, the agent can do both. The Intimidate result determines how far the rumor spreads: just among untrustworthy gossips (15), among folks interested in the subject (20), among the general populace (25), or the rumor becomes as good as common knowledge (30).

Anyone who learns it and has a motivation disturbed by it must succeed at a Will saving throw against DC 10 + 1/2 agent level + agent’s operative ability modifier or become angry for 1 day. A creature that fails by 5 or more with fewer Hit Dice than the agent’s level becomes livid instead. If the rumor is a lie, the agent must attempt a Bluff check to determine if it is believed by each individual (convincing common lay people has base DC 11; individuals attempt an opposed Sense Motive check normally).

If the result is at least 20, the agent can choose for an angry crowd to form in any publicly accessible place in the settlement that the agent chooses after 1 to 24 hours. The crowd fills a circular area with radius equal to the Intimidate check result in feet and angrily repeats the claims from the agent’s rumor. Any creature other than the agent that starts its turn in the crowd takes 1d8 points of bludgeoning damage, or 2d8 if the agent is at least 11th level. The agent can move the crowd up to 20 feet as a swift action without a check if within 60 feet. If the crowd meets a closed door, window, gate, or other aperture, it attempts to force it open with a Strength check result equal to 20 + the agent’s operative ability modifier. The crowd has AC 10 + half the agent’s level, a bonus to all saving throws equal to half the agent’s level, and hit points equal to the Intimidate check result. It disperses if reduced to 0 hit points.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as the target is affected by a mind-affecting effect that is not harmless.

Speculation

The agent collects secret and forgotten knowledge. A speculation conspiracy might be a spy academy, a network of information brokers, or the employees of a rich and powerful mad alchemist.

Sphere: Study

Web of Secrets: The agent chooses two Knowledge or Lore skills and gets a bonus equal to half their agent level until they next gather information. At least one of the chosen skills must be a background skill. They can attempt checks with the chosen skills untrained.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply against opponents provided that an ally of the agent has taken an action to do any of the following since the end of the agent’s last turn:

  • Gained any notions from the opponent using the agent’s Study sphere theorize ability or their own.
  • Used a Study sphere breakthrough on the opponent.
  • Revealed a plan directly involving the opponent.
  • Succeeded at a Knowledge or Lore check about the target against a DC of at least 15 + target’s Hit Dice.

Treachery

The agent knows all there is to know about bending the truth and convincing others of what they need to believe. A treachery conspiracy might be composed of pragmatic propagandists, idealists working to persuade others of hard truths, liars trying to protect themselves or a certain group from the truth, well-organized con artists, or spies working to convert defectors from opposed factions.

Sphere: Bluster (Bluff skill)

Web of Secrets: The agent’s contacts share all the juiciest gossip, regardless of whether it is true. The agent can attempt a free Diplomacy check to gather information about the latest news or attempt a free Bluff check to spread a rumor. The agent can spend 1 use of skill leverage to do both.

The Bluff result determines how far the rumor spreads: just among untrustworthy gossips (15), among folks interested in the subject (20), among the general populace (25), or the rumor becomes as good as common knowledge (30).

If the rumor is a lie, the agent’s Bluff check result determines if it is believed by each individual (convincing the average lay person is DC 10; individuals attempt an opposed Sense Motive check normally).

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as the target has a disorientation condition or is in the threatened area of any creature other than the agent, even one of the target’s allies.


Archetypes

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