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Secret Agent (3.5e Prestige Class)

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Author: Leziad (talk)
Contributors: Eiji-kun
Date Created: 22th October 2014
Status: Finished, fluff incoming
Editing: Clarity edits only please
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A class for playing movie and video game super agents. 5 Other Full


Secret AgentEdit

I am Bond, James Bond.
—James Bond, Human Secret Agent

Becoming a Secret AgentEdit

Secret agents are charismatic, lovable, skilled and extremely deadly. This class is for those who have the moxie to go undercover... or just shoot every living henchmen they see. Secret agents make good infiltrator, fighters and have the social grace and combat skills to pull it off. In combat the secret agent will typically resort to whatever combat style he or she possessed before entering the prestige class but with many added tricks and gadgets.

Entry Requirements  
Base Attack Bonus: +5. 
Skills: Bluff 7 ranks, Disguise 7 ranks and the Secret Society skill trick. 
Feats: Entice Reaction, Quick Draw.
Table: The Secret Agent

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Ability Progression
Fort Ref Will
1st +1 +0 +2 +2 Secret Identity, Trick of the Trade -
2nd +2 +0 +3 +3 Hidden Weaponry, Trick of the Trade +1 class level
3rd +3 +1 +3 +3 Charismatic, Trick of the Trade +1 class level
4th +4 +1 +4 +4 Special Codename, Trick of the Trade +1 class level
5th +5 +1 +4 +4 Agent Noir, Trick of the Trade (x2) +1 class level

Class Skills (6 + Int modifier per level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class FeaturesEdit

All of the following are class features of the Secret Agent.

Ability Progression (Ex): Choose a single ability you possessed that scaled with level (such as sneak attack, spellcasting or bardic music) at each level except the first you count as having taken a single level in the class for the purpose of progressing the chosen ability.

Secret Identity (Ex): A secret agent always has secret identity, cover, super cover and hyper cover. She gain the Spymaster and Kent's Unassuming Disguise as bonus feat even if she does not meet the prerequisites.

Tricks of the Trade: A secret agent has a number of tricks she can pull. She know all her minor tricks of the trade, but she can only prepare one per class level. Preparing her minor trick however only take 10 minutes of preparation, allowing her to change between tricks with ease.

Disguise in Plain Sight (Ex): You can use the Disguise skill even if you are directly observed at no penalty. Note that that won't fool a creature who already took particular notice of you, but it can allow you to disguise into another cover while walking in a crowd.

Escapist (Ex): The secret agent can make Escape Artist check as move or immediate action (no matter how long it would take to normally undertake the action) and gain twice her class level as a bonus to all escape artist checks.

Interruption (Ex): You gain an +1 bonus to attack and +1d6 damage to creatures denied their dexterity to AC. This bonus damage increase to +4 to attack and +1d6 per point of base attack bonus if you strike a creature Monologuer flaw in the same turn they made their monologue.

Poison Use (Ex): The secret agent gain the poison use ability of an assassin.

Save Breath (Ex): The secret agent is capable of hold her breath for an additional minute per class level and while she hold her breath become immune to airborne poisons and inhaled effects (such as stinking cloud.

Weapon Looter (Ex): You gain your class level as a bonus to attack and twice your class level as a bonus to damage with all weapons that were wielded by enemies within the last minute. This make picking up random weapons on body and disarming people a good alternative. Additionally you may pick up the weapons of any fallen creature simply by moving in the same square as their body (picking up the weapon as a non-action).

Additionally at each level the secret agent gain one greater trick of the trade from the list below:

Celebrity (Ex): The secret agent gain the Celebrity archetype feat even if she do not meet the prerequisite. He may decide to either apply the effect of the feat on his real identity, his disguised identity and/or any of his cover identity (if a particular identity is affected by the feat is chosen when the ability is selected or when the secret agent make a new cover/disguised identity).

Death Attack (Ex): The secret agent gain an ability very similar to the the Assassin's death attack except the DC is 10 +1/2 HD + the secret agent's dexterity or wisdom modifier (whichever is better)

Exotic Weapon Master (Ex): The secret agent gain exotic weapon proficiency with one exotic weapon per class level (gained retroactively).

Fascinating Voice: (Su): You can fascinate as a Bard of your level, you may use your character level +3 as your ranks in Perform.

Favored Terrain (Ex): You gain favored terrain as a 3rd level Codex Ranger. This ability progress as a normal codex ranger of your character level (gaining additional bonus while in your favorite terrain but not gaining any other actual favorite terrain). By example a secret agent with 8 character level with favored terrain would have a favored terrain bonus of +4. If you already have ranger level count your favorite terrain class feature and this trick of trade as if it was 3 level higher.

Fighter Bonus Feat (Ex): You gain a fighter bonus feat you meet the prerequisites of. Your secret agent level now count as effective fighter level for prerequisite and such.

Hide in Plain Sight (Ex): You gain the hide in plain sight ability of an Assassin.

Iron Snake (Ex): You gain a +2 bonus to hide and move silently check and the ability to summon a Cardboard Box out of nowhere as a move action. The Cardboard Box become a regular nonmagical cardboard box whenever it leave your person.

Golden Bullet (Ex): Once per day as a free action, the secret agent may bestow the killing enhancement on the weapon you wield for your next attack.

Martial Art Expert (Ex): The secret agent gain the Codex Unarmed Fighting Style as a bonus feat, additionally once per day you gain the benefit of another technique of your choice as an immediate action, this ability last for 3 rounds.

Memory Alteration (Ex): You gain the Potent Memory and Suppress Memory feats as a bonus feats even if you do not meet the prerequisites.

Prototype Shield (Ex): You have a protective force-field, incredible fortitude or whatever. Choose one of the following: You gain five time your character level in temporary hit points which recover after an hour; You gain three time your character level in temporary hit points which recover at the rate of 4 per rounds; or you gain your character level in temporary hit points which completely recovery at the start of each of your turn. Once per day she may negate a single attack or effect targeted at her.

Spellcasting: You gain Assassin's spellcasting as an assassin of your class level. You cannot take this ability if you are currently advancing any form of spellcasting, manifesting or initiating.

Stealthy Aggressor (Ex): The secret agent does not suffer the -10 penalty to Move Silently or Hide for moving at her full normal speed. She still suffers the penalties to hide and move silently for running or fighting if she performs those actions but the penalties are reduced to -10.

Suave Talker (Ex): The secret agent gain a bonus to bluff, diplomacy and gather information checks equal to his class level as well as the seduce to learn ability.

Top Agent Training (Ex): You gain the Extreme Training as a bonus feat even if you do not meet the prerequisite. If you already have that feat you gain one additional training.

Xenohunter: You gain favored enemy (xenotheric) as a codex ranger of your character level (giving you favored enemy bonus as if you always upgraded the favored enemy (xenotheric) when you gained another favored enemy). You can use and craft xenotech as if you were xenotheric.

Hidden Weaponry (Ex): A 2nd level secret agent gain access to an arsenal of hidden, disguise weapons. With 10 minute or preparation she can disguise a derringer crossbow, ED pistol or a bomb into a household seemingly harmless object. Identifying the object for what it actually is require close and direct observation of the item and an opposed spot check against a disguise check made with a +10 bonus.

Additionally upon gaining this class feature choose one unique gadget from the list below. She may pick an additional gadget below with her trick of the trade ability.

010-Hi-Tech Laser Watch: This super hi-tech watch act as a normal watch, an infodex and a masterwork toolbag. Additionally the watch has an integrated hookshot and a laser pointer. As an standard action the pointer may be overloaded, firing a powerful laser identical to a light laser with a caster level equal to your character level.

020-Supreme Sunglasses: A pair of extremely fancy glasses that act as omnigoogles and while worn make you immune to dazzling and blinding. Additionally the glasses are capable of projecting virtual images, replicating the effect of silent image within your line of sight.

030-Super Coat: A flashy leather-like heavy coat which is definitely more than meet the eye. It is made of dordweave and dilatantoplastic (benefiting from both), has the mirage enhancement and include an integrated getatable golfbag, jetpack and jump-pack.

Charismatic: At 3rd level the secret agent is always charismatic, she gain the Intense Practice (charisma) feat as a bonus feat.

Special Codename (Su): At 4th level the secret agent gain a magical codename (of your choice of course) which appear to alter the memory of those who hear it. Creatures who hear your code name must make a will save (DC 10 + 1/2 the secret agent's character level + the secret agent's Intelligence, Wisdom or Charisma modifier, whichever would give the higher DC) on a failure the creature will forget any detail about the secret agent such as it minor physical traits (such as facial feature), clothing, voice and any name the secret agent might have used. The creature remember any major physical traits (player's choice), her gender and major racial traits as well as the secret agent's codename but nothing else. The secret agent may exclude creatures from the as a free action whenever she say her codename, however once a creature succeed it save or is excluded it cannot be ever affected by this ability.

Agent Noir: At 5th level the secret agent has achieve the status of perfect agent. You gain an additional trick of the trade and another each five character level beyond your fifth secret agent level. Additionally you are always under the effect of nondetection, she can suppress or resume this effect as a free action. Additionally gain an additional use per day of all her tricks of the trade (assuming she selected trick limited to use per day).

When the secret agent character level become 15th she become under the a constant mind blank effect, she can suppress or resume this effect as a free action.



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