Home >Classes >3rd Party Classes >Samurai Sheepdog >

Agent Elite

Art Credit – JE Shields, used with permission.

Sorry, I couldn’t hear you over the sound of how awesome I am!

A sterling hero, master of intrigue, and—hold my drink—martial arts legend. The agent elite is the top spy in his guild, stopping the bad guys with flare and saving the day with his genius charm (no, the comma isn’t missing. It’s a thing) and cutting wit. Really, I’d go on, but I think I’ve made my point.

Role: Weapons? Got ‘em. The ability to crush a man’s throat? You bet. A problem with alcohol? Only if it’s gone.

Alignment: Any good.

Hit Die: d10.

Parent Classes: Brawler and investigator.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) an agent elite begins play with one tear-away outfit valued at 200 gp or less at no cost.

Class Skills

The agent elite’s class skills are Acrobatics (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Linguistics (Int), Perception (Wis), Perform (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Table: Agent Elite
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Genius charm, inspiration, martial training
2nd +2 +3 +0 +0 Agent talent, drink ‘til you’re good at it
3rd +3 +3 +1 +1 Drunken inspiration, genius charm, keen recollection
4th +4 +4 +1 +1 knockout 1/day, liquid courage +3
5th +5 +4 +1 +1 Agent talent, drunken accuracy (1d6)
6th +6/+1 +5 +2 +2 Bonus combat feat
7th +7/+2 +5 +2 +2 Drink ’til you’re great at it
8th +8/+3 +6 +2 +2 Agent talent, liquid courage +4
9th +9/+4 +6 +3 +3 Bonus combat feat
10th +10/+5 +7 +3 +3 Drunken accuracy (2d6), knockout 2/day
11th +11/+6/+1 +7 +3 +3 Agent talent, drunken courage
12th +12+7/+2 +8 +4 +4 Bonus combat feat, liquid courage +5
13th +13+8/+3 +8 +4 +4 Drunken resilience 1/–
14th +14+9/+4 +9 +4 +4 Agent talent
15th +15+10/+5 +9 +5 +5 Bonus combat feat, drunken accuracy (3d6)
16th +16/+11/+6/+1 +10 +5 +5 Drunken resilience 2/–, knockout 3/day, liquid courage +6
17th +17/+12/+7/+2 +10 +5 +5 Agent talent, drink ’til you’re the best at it
18th +18/+13/+8/+3 +11 +6 +6 Bonus combat feat
19th +19/+14/+9/+4 +11 +6 +6 Drunken resilience 3/–
20th +20/+15/+10/+5 +12 +6 +6 Agent talent, drunken accuracy (4d6), liquid courage +7, true inspiration

Class Features

The following are the class features of the agent elite.

Weapon and Armor Proficiency

Agents are proficient with all simple and martial weapons, and firearms. They are proficient with light armor, but not with shields.

Genius Charm (Ex, I told you it was a thing)

An agent elite is both quick thinking and charismatic in deadly situations. At 1st level, he chooses Intelligence or Charisma. He can add that ability modifier to his melee attacks in place of Strength. Beginning at 3rd level, he also adds the chosen ability modifier to damage he deals with melee weapons in place of Strength.

Inspiration (Ex)

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The agent has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An agent’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An agent can only use inspiration once per check or roll. The agent can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the agent’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Martial Training (Ex)

At 1st level, an agent elite counts his total agent elite levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

NoteMonk’s robes can be worn normally, granting an agent elite unarmed damage and the AC bonus of a 5th-level monk. Alternatively, an agent elite wearing monk’s robes can treat his agent elite level as 5 higher when determining his drunken accuracy damage and liquid courage bonus (see below). Once this choice is made, it cannot be changed for that particular magic item.

Agent Talents (Ex or Su)

At 2nd level and every 3 levels thereafter (5th, 8th, and so on), an agent elite gains an agent talent. Except where otherwise noted, each agent talent can only be selected once.

A full list of agent talents can be found here.

Drink ’til You’re Good at It (Ex)

At 2nd level, when an agent elite attempts any skill check, he can take a drink of alcohol as part of that action. If he does, he can replace his check result with a result of 10 + 1/2 his agent elite level + his Charisma modifier (inspiration spent on the attempt still applies). If he attempts this with a trained only skill in which he is untrained, the agent elite can only use the result above.

Drunken Inspiration (Su)

At 3rd level, an agent elite can drink a tankard of ale or strong alcohol and gain one temporary inspiration point. The act of drinking is a standard action that does not provoke attacks of opportunity. The agent can have a maximum number of drunken inspiration points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). These drunken inspiration points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken inspiration point, the agent can spend 1 inspiration point as a swift action to move 5 feet without provoking attacks of opportunity.

Keen Recollection

At 3rd level, an agent elite can attempt all Knowledge skill checks untrained.

Knockout (Ex)

At 4th level, once per day an agent elite can unleash a devastating attack that can instantly knock a target unconscious. He must announce this intent before making his attack roll. If the agent hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the agent’s level + his genius charm modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the agent may use this ability twice per day; at 16th level, he may use it three times per day.

Liquid Courage (Ex)

At 4th level, an agent elite gains a +3 morale bonus on saving throws against mind-affecting effects as long as he has at least 1 point of drunken inspiration. This bonus increases by +1 at 8th, 12th, 16th, and 20th level, to a maximum of +7.

Drunken Accuracy (Su)

At 5th level, an agent elite can spend 1 point of inspiration as a swift action to inflict 1d6 extra points of damage on a single successful attack. The agent can choose to apply the damage after the attack roll is made. At 10th level, the agent may instead spend 2 drunken inspiration points to increase the extra damage to 2d6. At 15th level, he may spend 3 drunken inspiration points to increase the extra damage to 3d6. At 20th level, he may spend 4 drunken inspiration points to increase the extra damage to 4d6. The agent must have at least 1 drunken inspiration point to use this ability.

Bonus Combat Feats

At 6th level and every 3 levels thereafter, an agent elite gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve his defenses or melee attacks. The agent must meet the prerequisites of the selected bonus combat feat.

Upon reaching 9th level and every 3 levels thereafter, an agent elite can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the agent loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An agent elite can only change one feat at any given level, and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.

Drink ’til You’re Great at It (Ex)

At 7th level, an agent elite chooses one skill. When he uses drink ‘til you’re good at it with that skill, the agent elite also benefits from its skill unlocks as if he possessed the Signature Skill feat and ranks equal to his agent elite level. He can choose a second such skill at 12th level, and a third at 17th level.

Drunken Courage (Su)

At 11th level, an agent elite is immune to fear as long as he has at least 1 point of drunken inspiration.

Drunken Resilience (Ex)

At 13th level, an agent elite gains DR 1/— as long as he has at least 1 point of drunken inspiration. At 16th level, the DR increases to 2/—. At 19th level, it increases to 3/—.

Drink ’til You’re the Best at It (Ex)

At 17th level, an agent elite adds his full agent elite level to his result when using drink ‘til you’re good at it at it.

True Inspiration (Ex)

At 20th level, an agent elite can use inspiration on all skill checks—even ones he isn’t trained in—and all ability checks without spending inspiration.

In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have agents elite as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Race Bonus Source
Android Gain a +1/3 bonus on critical hit confirmation rolls made while you have at least 1 point of drunken inspiration. This bonus does not stack with those gained through Critical Focus and similar effects. BoMTDLC
Dwarf Add +1/3 to your maximum drunken inspiration. BoMTDLC
Goblin Gain 1/6 of a new field agent talent. BoMTDLC
Half-Orc Add +1/4 knockout per day (max +2). BoMTDLC
Human Add a +1/2 bonus to your result when using drink ‘til you’re good at it. BoMTDLC
Section 15: Copyright Notice

The Book of Many Things Decidedly Laughable Collection © 2019-2020, Samurai Sheepdog; Authors: Kevin Glusing