Agent Talents

At 2nd level and every 3 levels thereafter, an agent elite gains an agent talent. Except where otherwise noted, each agent talent can only be selected once.

The following talents are available to all agents who qualify to take them. Spell-like abilities gained as talents use your agent elite level as the caster level.

Some of these talents are named for people who probably aren’t you. That’s okay, they represent the skills and tricks you’ve picked up because you happen to know these people (they may or may not show up during the campaign). In some cases, you might not be the person who actually does what the talent tells you. Rather, you know how to reach out to that person as a contact for assistance (assuming you haven’t recently ticked them off).

Unless specified otherwise, each talent can only be chosen once.

 

Talent Prerequisites Benefits Source
Combative  

Add Intimidate to your list of class skills. You also gain Improved Unarmed Strike as a bonus feat. Beginning at 3rd level, you still add your Strength modifier to damage dealt with melee attacks in addition to your genius charm modifier.

You can choose this talent multiple times. When you do, you gain a +1 bonus on saves against addiction and poison. You also increase your unarmed damage by 1 step (1d6, 1d8, 1d10, 2d6, 2d8, to a maximum of 2d10).

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Dealer   You gain the fence agent talent. BoMTDLC
Fence   Choose one heir apparent adventuring goal. Your fence sends you the suggested capital expense for that goal as an heir apparent of your current agent elite level. You can choose this talent multiple times, but you cannot choose the same adventuring goal more than once. BoMTDLC
Field Agent Elite   Add Disable Device and Fly to your list of class skills. You also gain trapfinding, as the rogue class feature.
You can choose this talent more than once. The second time, you learn to craft bombs as an alchemist of half your agent elite level. Each time after that, you can choose an alchemist discovery that can be used to modify bombs.
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Good for What Ails You   You can take a drink of alcohol and spend 1 point of drunken inspiration to attempt a new saving throw against one of the following conditions that may be affecting you: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If you succeed at the save, the effect is suppressed for up to 1 minute. You also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect. BoMTDLC
Investigator Talent   You gain one investigator talent of your choice. Talents that affect class features you don’t have cannot be chosen. BoMTDLC
Lookout   You add Appraise and Diplomacy to your list of class skills. You cannot choose this talent multiple times. No, it doesn’t do anything else for you. Okay fine, you also add your Intelligence modifier to your initiative as a competence bonus. BoMTDLC
Phrasing   When another creature you can hear and that can hear you fails a Bluff, Diplomacy, or Intimidate check, you can spend an inspiration point and draw attention to it. This allows you to make your own check with the same skill to benefit yourself (your check can also benefit the creature you called out, but it must benefit you). If you fail this attempt by 4 or less, the attitude of the creature you called out is decreased by one step toward you. If you fail by 5 or more, the attitude of all creatures involved is decreased by one step toward you. BoMTDLC
Plucky Sidekick 5th-level You gain Leadership as a bonus feat, but only to gain an intern follower. BoMTDLC
Scientist   Add Craft and Knowledge (engineering) to your list of class skills. Not enough? Alright, the scientist also gives you access to hidden laboratories that always happen to be within 3 days’ ride of your current location (even if you’re 1 or 2 days away from where you were the last time you asked for something). They are stocked with whatever you need to craft a number of alchemical, drug, or poison items equal to your Intelligence modifier. Still not enough? If you choose this talent at 14th level or higher, the scientist also sets you up with a clone, as the spell, that is waiting for somebody to die. The clone is well preserved and sitting in one of the aforementioned laboratories. It can be for you or another creature. You decide when it activates and who it replaces. It will arrive at your current location within 3 days, so you will have to wait for it.
Okay, I’m going to stop now. I can only get so excited. Oh, I almost forgot. You can choose this talent multiple times. Its effects stack.
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Spy Training   Add Bluff, Stealth, and Use Magic Device to your list of class skills. You can substitute your Intelligence modifier in place of Dexterity or Charisma when using those skills. BoMTDLC
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