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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 3246561" data-attributes="member: 26698"><p>This weekend, as a Christmas present my dad and I went to the cinema, where 'Casino Royale' had just a couple of days from starting to show (would you believe that it took them a MONTH to show it in this country from the other countries out there?).</p><p></p><p>As well, rechecking my RPG files, I found this Advanced Class by good ol' Cyber-Dave over at the Wizards threads (need ideas concerning spies in this setting, that reminds me).</p><p></p><p></p><p>Oh-kay, here goes for your personal enjoyment...</p><p></p><p><em>"I have an understanding that Double-Oh's don't have a long life expectancy, so if I'm a mistake, then rest assured I'm a short-lived one."-</em><strong>paraphrased from recorded conversation, MI-6 Intelligence Archives.</strong></p><p></p><p style="text-align: center"><u><strong>THE SECRET AGENT</strong></u></p><p></p><p>Soldiers come in all shapes, sizes, and skill sets, but of those who go through their early military training, some are chosen for a call of duty other than waging visible war. Those who show a propensity for stealth and investigation, while at the same time manifesting a perceptive ability above the norm, and a psychological profile that is capable of killing in the name of ones allegiance, are chosen to become something more. They become secret agents, men and women without a name or face, who gather information, and commit assassination, all in the name of their beliefs.</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become an Agent, a character must fulfill the following criteria.</p><p><strong>Base Attack Bonus:</strong> +2</p><p><strong>Feat:</strong> Personal Firearms Proficiency.</p><p><strong>Skills: </strong> Hide 6 ranks, Investigate 6 ranks, Search 6 ranks.</p><p><strong>Special:</strong> Must have killed at least two people in the name of one's allegience, on an approved (and succesfully executed) mission.</p><p></p><p><strong>Class Information</strong></p><p>The following information pertains to the Agent advanced class.</p><p></p><p><strong>Hit Die:</strong> 1d8</p><p><strong>Action Points:</strong> 6 + one-half character level, rounded down, every time the Agent attains a new level in this class.</p><p></p><p><strong>Class Skills:</strong> The Agent’s class skills are as follows.</p><p>Bluff (Cha), Climb (Str), Computer Use (Int), Disable Device (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, business, civics, current events, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Read Language (None), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).</p><p><strong>Skill Points at Each Level:</strong> 5 + Int modifier (4 + Int modifier for nonhumans).</p><p></p><p><strong>Class Features</strong></p><p>The following features pertain to the Agent advanced class.</p><p></p><p><strong>Table:</strong> The Agent</p><p></p><p><strong>Class Level---BAB---Fort Save---Ref Save---Will Save---Special--- Defense Bonus--- Reputation Bonus</strong></p><p>1st--- +0--- +0--- +2--- +1--- Observation--- +1--- +0</p><p>2nd--- +1--- +0--- +3--- +2--- Swift strike +1d6--- +2--- +0</p><p>3rd--- +2--- +1--- +3--- +2--- Bonus Feat--- +2--- +0</p><p>4th--- +3--- +1--- +4--- +2--- Perceptive Sweep--- +3--- +0</p><p>5th--- +3--- +1--- +4--- +3--- Swift strike +2d6--- +4--- +1</p><p>6th--- +4--- +2--- +5--- +3--- Bonus Feat--- +4--- +1</p><p>7th--- +5--- +2--- +5--- +4--- Improved Perceptive Sweep--- +5--- +1</p><p>8th--- +6--- +2--- +6--- +4--- Swift strike +3d6--- +6--- +1</p><p>9th--- +6--- +3--- +6--- +4--- Bonus Feat--- +6--- +2</p><p>10th--- +7--- +3--- +7--- +5--- Betrayal--- +7--- +2</p><p></p><p><u><strong>Class Features</strong></u></p><p>The following features pertain to the Agent advanced class.</p><p></p><p><strong>Observation</strong></p><p>At 1st level an Agent learns to memorize routines and details of a target for infiltration purposes. A Agent may observe a target area, allowing her to emulate the ‘walk and talk’ of residents. A Agent must observe the target area for 1 minute, making a DC 15 spot check. If she succeeds she gains a +4 competence bonus on bluff, disguise, hide and sleight of hand checks in the area. A target area can be a palace, a fort, a small village, a caravan, or any other similarly sized location.</p><p></p><p><strong>Swift Strike</strong></p><p>At 2nd level, the Agent becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon. A weapon that deals lethal damage must be used to deal lethal damage, a weapon that deals nonlethal damage must be used to deal nonlethal damage.</p><p>The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.</p><p><strong>NOTE: </strong> If using existing d20 Modern nonlethal rules, this power becomes over-powered with brawl. Thus, a GM should not allow swift-strike to work with brawl unless a nonlethal system that is more in line with dungeons and dragons is being used. The best possible fix is to state that swift strike may only be used when a character counts as armed, in such a case combat martial art swift strikes will work, but brawl swift strikes will not.</p><p></p><p><strong>Bonus Feats</strong></p><p>At 3rd, 6th, and 9th level, the Agent gets a bonus feat. The bonus feat must be selected from the following list, and the Agent must meet all the prerequisites of the feat to select it. </p><p>Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation, Alertness, Armor Proficiency (light), Athletic, Attentive, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Forced Stop, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch, Precise Shot, Quick Draw, Shot on the Run, Skip Shot, Stealthy, Surface Vehicle Operation, Trustworthy, Unbalance Opponent, Urban Tracking, Vehicle Dodge.</p><p></p><p><strong>Perceptive Sweep</strong></p><p>At 4th level an Agent learns how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Agent. The Agent can use this bonus as a move action to discover obvious enemies, alarms, surveillance devices, traps, escape routes, the presence of concealed weapons, or important documents. Furthermore, the Agent is far more attuned to clues then the average investigator. An Agent’s Perceptive Sweep may also be used as a move action to make a Spot check to notice any visible clues in a 30-foot spread away from the Agent (note that clues are usually found with a Search check). When using the Perceptive Sweep to discover clues, an Agent does not gain a +4 circumstance bonus to his spot checks.</p><p>Anything not concealed can be spotted in a sweep with a DC equal to 10 + or – the objects size modifier. The DC for concealed or less obvious threats is equal to their Hide or Slight of Hand check result (as appropriate).</p><p></p><p><strong>Improved Perceptive Sweep</strong></p><p>At 7th level, an Agent’s ability to get the lay of the land improves. Now the Agent not only spots potential perils or clues with a successful check, he or she can immediately determine the relative danger or importance of each danger and clue discovered with a successful Spot check. As a free action, an Agent may make a sense motive check to discover each and every danger’s nature and strength compared to the Agent. An Agent makes the Sense Motive check against each target’s Bluff check. A successful check lets the Agent know the class composition (ie: Strong, Tough, Smart, Soldier etc…) of the target. A check that succeeds by 5 or more relates the target’s strength compared to the Agent: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD). A check that succeeds by 10 or more relates the exact levels of a target’s class composition to the Agent (ie: 2 levels Strong, 1 level Tough, 3 levels Smart, 2 levels Soldier, etc…). Furthermore, an Agent who uses his Perceptive Sweep to discover clues may immediately make an Investigate check, as a free action, to discover the importance/glean information from each and every clue discovered with an Agent’s Perceptive Sweep. An Agent cannot learn information about a clue that requires a lab (such as the blood type of blood spatters).</p><p></p><p><strong>Betrayal</strong></p><p>At 10th level an Agent becomes adept at putting a target at ease, then striking like lightning. An Agent must spend an action point to use this ability; the Agent makes a Bluff check opposed by the target Sense Motive check. If the target has any bodyguards, the Agent’s Bluff check must defeat the opposed bluff checks of the guards as well. If the Agent succeeds she has successfully put her target, and his guards, at ease. The target is considered unaware of the Agents presence as a threat, and helpless (the target is thus susceptible to a coup de grace) for one round, even if the target has taken precautions (such as stationing bodyguards, placing his or her back to a wall, or making Spot checks). If the target is in combat, or some other tense and obviously dangerous situation (and therefore in a state of acute awareness and readiness), the Agent may not use this ability.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3246561, member: 26698"] This weekend, as a Christmas present my dad and I went to the cinema, where 'Casino Royale' had just a couple of days from starting to show (would you believe that it took them a MONTH to show it in this country from the other countries out there?). As well, rechecking my RPG files, I found this Advanced Class by good ol' Cyber-Dave over at the Wizards threads (need ideas concerning spies in this setting, that reminds me). Oh-kay, here goes for your personal enjoyment... [I]"I have an understanding that Double-Oh's don't have a long life expectancy, so if I'm a mistake, then rest assured I'm a short-lived one."-[/I][B]paraphrased from recorded conversation, MI-6 Intelligence Archives.[/B] [CENTER][U][B]THE SECRET AGENT[/B][/U][/CENTER] Soldiers come in all shapes, sizes, and skill sets, but of those who go through their early military training, some are chosen for a call of duty other than waging visible war. Those who show a propensity for stealth and investigation, while at the same time manifesting a perceptive ability above the norm, and a psychological profile that is capable of killing in the name of ones allegiance, are chosen to become something more. They become secret agents, men and women without a name or face, who gather information, and commit assassination, all in the name of their beliefs. [B]Requirements[/B] To qualify to become an Agent, a character must fulfill the following criteria. [B]Base Attack Bonus:[/B] +2 [B]Feat:[/B] Personal Firearms Proficiency. [B]Skills: [/B] Hide 6 ranks, Investigate 6 ranks, Search 6 ranks. [B]Special:[/B] Must have killed at least two people in the name of one's allegience, on an approved (and succesfully executed) mission. [B]Class Information[/B] The following information pertains to the Agent advanced class. [B]Hit Die:[/B] 1d8 [B]Action Points:[/B] 6 + one-half character level, rounded down, every time the Agent attains a new level in this class. [B]Class Skills:[/B] The Agent’s class skills are as follows. Bluff (Cha), Climb (Str), Computer Use (Int), Disable Device (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, business, civics, current events, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Read Language (None), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex). [B]Skill Points at Each Level:[/B] 5 + Int modifier (4 + Int modifier for nonhumans). [B]Class Features[/B] The following features pertain to the Agent advanced class. [B]Table:[/B] The Agent [B]Class Level---BAB---Fort Save---Ref Save---Will Save---Special--- Defense Bonus--- Reputation Bonus[/B] 1st--- +0--- +0--- +2--- +1--- Observation--- +1--- +0 2nd--- +1--- +0--- +3--- +2--- Swift strike +1d6--- +2--- +0 3rd--- +2--- +1--- +3--- +2--- Bonus Feat--- +2--- +0 4th--- +3--- +1--- +4--- +2--- Perceptive Sweep--- +3--- +0 5th--- +3--- +1--- +4--- +3--- Swift strike +2d6--- +4--- +1 6th--- +4--- +2--- +5--- +3--- Bonus Feat--- +4--- +1 7th--- +5--- +2--- +5--- +4--- Improved Perceptive Sweep--- +5--- +1 8th--- +6--- +2--- +6--- +4--- Swift strike +3d6--- +6--- +1 9th--- +6--- +3--- +6--- +4--- Bonus Feat--- +6--- +2 10th--- +7--- +3--- +7--- +5--- Betrayal--- +7--- +2 [U][B]Class Features[/B][/U] The following features pertain to the Agent advanced class. [B]Observation[/B] At 1st level an Agent learns to memorize routines and details of a target for infiltration purposes. A Agent may observe a target area, allowing her to emulate the ‘walk and talk’ of residents. A Agent must observe the target area for 1 minute, making a DC 15 spot check. If she succeeds she gains a +4 competence bonus on bluff, disguise, hide and sleight of hand checks in the area. A target area can be a palace, a fort, a small village, a caravan, or any other similarly sized location. [B]Swift Strike[/B] At 2nd level, the Agent becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon. A weapon that deals lethal damage must be used to deal lethal damage, a weapon that deals nonlethal damage must be used to deal nonlethal damage. The extra damage increases to +2d6 at 5th level and +3d6 at 8th level. [B]NOTE: [/B] If using existing d20 Modern nonlethal rules, this power becomes over-powered with brawl. Thus, a GM should not allow swift-strike to work with brawl unless a nonlethal system that is more in line with dungeons and dragons is being used. The best possible fix is to state that swift strike may only be used when a character counts as armed, in such a case combat martial art swift strikes will work, but brawl swift strikes will not. [B]Bonus Feats[/B] At 3rd, 6th, and 9th level, the Agent gets a bonus feat. The bonus feat must be selected from the following list, and the Agent must meet all the prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation, Alertness, Armor Proficiency (light), Athletic, Attentive, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Forced Stop, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch, Precise Shot, Quick Draw, Shot on the Run, Skip Shot, Stealthy, Surface Vehicle Operation, Trustworthy, Unbalance Opponent, Urban Tracking, Vehicle Dodge. [B]Perceptive Sweep[/B] At 4th level an Agent learns how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Agent. The Agent can use this bonus as a move action to discover obvious enemies, alarms, surveillance devices, traps, escape routes, the presence of concealed weapons, or important documents. Furthermore, the Agent is far more attuned to clues then the average investigator. An Agent’s Perceptive Sweep may also be used as a move action to make a Spot check to notice any visible clues in a 30-foot spread away from the Agent (note that clues are usually found with a Search check). When using the Perceptive Sweep to discover clues, an Agent does not gain a +4 circumstance bonus to his spot checks. Anything not concealed can be spotted in a sweep with a DC equal to 10 + or – the objects size modifier. The DC for concealed or less obvious threats is equal to their Hide or Slight of Hand check result (as appropriate). [B]Improved Perceptive Sweep[/B] At 7th level, an Agent’s ability to get the lay of the land improves. Now the Agent not only spots potential perils or clues with a successful check, he or she can immediately determine the relative danger or importance of each danger and clue discovered with a successful Spot check. As a free action, an Agent may make a sense motive check to discover each and every danger’s nature and strength compared to the Agent. An Agent makes the Sense Motive check against each target’s Bluff check. A successful check lets the Agent know the class composition (ie: Strong, Tough, Smart, Soldier etc…) of the target. A check that succeeds by 5 or more relates the target’s strength compared to the Agent: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD). A check that succeeds by 10 or more relates the exact levels of a target’s class composition to the Agent (ie: 2 levels Strong, 1 level Tough, 3 levels Smart, 2 levels Soldier, etc…). Furthermore, an Agent who uses his Perceptive Sweep to discover clues may immediately make an Investigate check, as a free action, to discover the importance/glean information from each and every clue discovered with an Agent’s Perceptive Sweep. An Agent cannot learn information about a clue that requires a lab (such as the blood type of blood spatters). [B]Betrayal[/B] At 10th level an Agent becomes adept at putting a target at ease, then striking like lightning. An Agent must spend an action point to use this ability; the Agent makes a Bluff check opposed by the target Sense Motive check. If the target has any bodyguards, the Agent’s Bluff check must defeat the opposed bluff checks of the guards as well. If the Agent succeeds she has successfully put her target, and his guards, at ease. The target is considered unaware of the Agents presence as a threat, and helpless (the target is thus susceptible to a coup de grace) for one round, even if the target has taken precautions (such as stationing bodyguards, placing his or her back to a wall, or making Spot checks). If the target is in combat, or some other tense and obviously dangerous situation (and therefore in a state of acute awareness and readiness), the Agent may not use this ability. [/QUOTE]
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