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Field Agent


Equipped with a variety of skills and trained to keep a cool head even in the most dire circumstances, a field agent is a boon to any adventuring party.

Hit Dice: d8.

Requirements

To qualify to become a field agent, a character must fulfill all the following criteria.

Class Skills

The field agent’s class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), 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.

Table: Field Agent
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +1 Field agent training, wayfinder upgrade
2nd +1 +1 +1 +1 Bonus feat
3rd +2 +1 +2 +2 Field agent training
4th +3 +1 +2 +2 Wayfinder upgrade
5th +3 +2 +3 +3 Bonus feat
6th +4 +2 +3 +3 Field agent training
7th +5 +2 +4 +4 Wayfinder upgrade
8th +6 +3 +4 +4 Bonus feat
9th +6 +3 +5 +5 Field agent training
10th +7 +3 +5 +5 Legends uncovered (Su), wayfinder upgrade

Class Features

All the following are class features of the field agent prestige class.

Weapon and Armor Proficiency

A field agent gains no additional weapon or armor proficiencies.

Field Agent Training

A field 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.

Animal Magnetism (Ex): This ability functions as the druid’s wild empathy class ability, except the field agent’s effective druid level to determine her wild empathy bonus is equal to her field agent level. Levels in field agent stack with levels from other classes that grant wild empathy for the purpose of determining a field agent’s total wild empathy bonus.

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 field agent extraordinary recall. A field 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 field 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.

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. 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.

Wayfinder Upgrade

At 1st level and every 3 levels thereafter, a field agent can add an additional ability to her wayfinder. These abilities must be added to a standard wayfinder, not to a variant or modified wayfinder (though a field agent can possess more than one wayfinder at a time, if she chooses). If a field agent loses her upgraded wayfinder, she can purchase a new one at the normal cost plus 100 gp for each field agent level she possesses, keeping all previously selected upgrades.

A field agent can choose from the wayfinder upgrades listed below. Any upgrades that grant additional spell effects use the wayfinder’s caster level or the field agent’s class level (whichever is higher) to determine effects that depend on caster level.

Dancing Lights: The field agent replaces her wayfinder’s ability to cast light with the ability to cast dancing lights at will.

Daylight: Once per day, the field agent can use her wayfinder to cast daylight. This upgrade can be selected more than once. Each additional time it’s selected, the field agent gains another use of the spell per day.

Flask: A hidden compartment is carved into the wayfinder’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 action that 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: A field agent with this upgrade can, three times per day, turn her wayfinder 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 field agent possesses (minimum 1 hour), and can be dismissed by the field agent as a move action.

Message: In addition to the light spell-like ability, the wayfinder can be used to cast message at will.

Shielding: Once per day, the field agent can activate her wayfinder to gain a +2 deflection bonus to AC for a number of minutes equal to her field agent level. This bonus increases by 1 for every 5 class levels the field agent possesses.

Silence: Once per day, the field agent can use her wayfinder 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 wayfinder can be used to cast stabilize at will.

Bonus Feat

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 teamwork feat.

The field agent must meet the prerequisites of the selected bonus feat.

Legends Uncovered (Su)

At 10th level, a field 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.

Section 15: Copyright Notice

Pathfinder Player Companion: Pathfinder Society Primer © 2013, Paizo Publishing, LLC; Authors: John Compton and Mark Moreland.