Agent of Misadventure

From silvesti
Jump to: navigation, search

Brandobaris’ worshipers (known as Hands of Misadventure) do not have an organized church. While the members of Brandobaris’ church do include some traditional clerics, the vast majority are rogues with some cleric levels or, more commonly, levels as Agents of Misadventure.

Hit Die: d6

Requirements

To qualify to become an agent of misadventure, a character must fulfill all the following criteria.

Alignment
Non-lawful, non-evil.
Race
Halfling
Base Attack Bonus
+3
Skills
Disable Device 4 ranks, Knowledge (religion) 1 rank, Open Lock 4 ranks, Search 4 ranks, Spot 4 ranks.
Special
The character must revere Brandobaris or Charmalaine (his daughter by Tymora), and be invited to join by another agent.

Class Skills

The agent of misadventure’s class skills (and the related key abilities) are: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier

Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th
1st +0 +0 +2 +2 Spontaneous divine caster, Trap sense +1 2 0
2nd +1 +0 +3 +3 Sneak attack +1d6 2 1
3rd +2 +1 +3 +3 Uncanny Dodge 2 1 0
4th +3 +1 +4 +4 Trap Sense +2 3 2 1
5th +3 +1 +4 +4 Special Ability 3 2 1 0
6th +4 +2 +5 +5 Sneak attack +2d6 3 2 2 1
7th +5 +2 +5 +5 Trap Sense +3 3 3 2 1 0
8th +6 +2 +6 +6 Special Ability 4 3 2 2 1
9th +6 +3 +6 +6 Sneak Attack +3d6 4 3 3 2 1 0
10th +7 +3 +7 +7 Trap Sense +4 4 3 3 2 2 1

Class Features

All the following are class features of the agent of misadventure. (Simply called agent below for brevity)

Weapon and Armor Proficiency

An agent is proficient with all simple weapons and with the [halfling] skiprock.(AEG-9) In addition they are proficient with both light and medium armor.

Spells

Spells Known
Level 0 1st 2nd 3rd 4th 5th
1st 4 2
2nd 5 2
3rd 5 3 0
4th 6 3 1
5th 6 4 2 0
6th 7 4 2 1
7th 7 5 3 2 0
8th 8 5 3 2 1
9th 8 5 4 3 2 0
10th 9 5 4 3 2 1

An agent is a spontaneous divine caster. As such, they have a limited number of spells known, as the sorcerer does, though their selection is not quite as limited. The agent does not have the ability to spontaneously cast cure spells in place of other spells, although they are free to choose cure spells as spells they know.

Agents do choose two domains, and while the related powers work just like they do for clerics, the spell list only adds to spells known, not spells the agent can cast per day.

At each level, the agent knows a number of divine spells as indicated on Table 2, plus any spells from their domains. (An entry of 0 on the table below indicates that the agent knows only their domain spells of that level.)

To learn or cast a spell, an agent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an agent’s spell is 10 + the spell level + the agent’s Wisdom modifier.

Upon reaching 4th level, and at every even-numbered class level after that, an agent can choose to learn a new spell in place of one they already know. This functions identically to the sorcerer’s ability to swap out spells, except that an agent may never chose to lose a domain spell.

Domains: Halfling,(FRCS-63) Luck, Travel, Trickery, Celerity,(CD-137) and Hero.(OA-87)

Trap Sense

(Ex) Extraordinary Ability

At 3rd level, a agent gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the agent reaches 4th level, to +3 when they reach 7th level, and to +4 when they reach 10th level.

Trap sense bonuses gained from multiple classes stack.

Sneak Attack

If an agent can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage. The agent’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the agent flanks their target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 at 6th and 9th levels. 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. An agent can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, an agent can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual −4 penalty.

An 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. An agent cannot sneak attack while striking a creature with concealment,(PHB-152) or striking the limbs of a creature whose vitals are beyond reach.

Sneak Attack bonuses gained from multiple classes stack.

Uncanny Dodge

(Ex) Extraordinary Ability

Starting at 3rd level, an agent can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If an agent already has uncanny dodge from a different class they automatically gain improved uncanny dodge (see below) instead.

Improved Uncanny Dodge

(Ex) Extraordinary Ability

The agent can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities

On attaining 5th level, and again at 8th level, an agent gains a special ability of their choice from among the following options. (Note that with the exception of Extra Domain and Haste ability, these are the same as the rogue special abilities of the same names.)

Crippling Strike

(Ex) Extraordinary Ability

An agent with this ability can sneak attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll

(Ex) Extraordinary Ability

The agent can roll with a potentially lethal blow to take less damage from it than they otherwise would. Once per day, when they would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the agent can attempt to roll with the damage. To use this ability, the agent must attempt a Reflex saving throw (DC equals damage dealt). If the save succeeds, they take only half damage from the blow; if it fails, they take full damage. They must be aware of the attack and able to react to it in order to execute their defensive roll-if they are denied their Dexterity bonus to AC, they can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the agent’s evasion ability (if any) does not apply to the defensive roll.

Evasion

(Ex) Extraordinary Ability

An agent can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they 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.

Extra Domain

(Su) Supernatural Ability

The agent may select another domain, and add it to the others they already have. This may be taken both times for a total of four domains.

Haste

(Su) Supernatural Ability

Once per day the agent may act as if under the effects of a haste spell for a number of rounds equal to their agent level. This can be taken again at 8th level allowing its use twice per day.

Improved Evasion

(Ex) Extraordinary Ability

This ability (only available if the character already has evasion) works like evasion, except that while the agent still takes no damage on a successful Reflex saving throw against attacks henceforth they henceforth takes only half damage on a failed save. A helpless agent does not gain the benefit of improved evasion.

Opportunist

(Ex) Extraordinary Ability

Once per round, the agent can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the agent’s attack of opportunity for that round. Even an agent with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery

The agent becomes so certain in the use of certain skills that they can use them reliably even under adverse conditions. Upon gaining this ability, they select a number of skills equal to 3 + their Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress and distractions would normally prevent them from doing so. An agent may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind

(Ex) Extraordinary Ability

This ability represents the agent’s ability to wriggle free from magical effects that would otherwise control or compel their. If an agent with slippery mind is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They gets only this one extra chance to succeed on their saving throw.

Feat

An agent may gain a bonus feat in place of one of the special abilities listed above.

Hero Domain

Oriental Adventures, p. 87

Granted Power: Once per day, you can add your divine caster level to a single attack role.

Hero Domain Spells
  1. Divine Favor – Attack, damage bonus, +1 per 3 levels.
  2. Bull’s Strength – Gain 1d4+1 Str for 1 hr./level.
  3. Protection from Energy – Absorb 12 pts/level from one type.
  4. Divine Power – Attack bonus, 18 Str, and 1 hp/level.
  5. Righteous Might – Size increase, and gain +4 Str.
  6. Stoneskin – Stops blows, cuts, stabs, and slashes.
  7. Tensor’s Transformation – Gain combat bonuses.
  8. Giant Size – Become Huge or larger.(OA-105)
  9. Shapechange – Transforms you…