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(FR: Zhentarim) Super Agent!
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<blockquote data-quote="Simulacrum" data-source="post: 1064765" data-attributes="member: 7749"><p>Hi everyone. For my FR campaign I created a James Bond style Paramilitary PrC...ok more like the guys James Bond is fighting against <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>I created them for the Zhentarim, but could be used as Super Agent concept for nearly any campaing.</p><p>Prerequisites are high, but its worth it. I game tested it alot and it seems like its quite well balanced.</p><p>The PrC is build on the new 3.5 Ranger (wich I like ALOT!)</p><p>But lacking the magic of the ranger and the sneak attack of the Assassin.</p><p>It has the same problems as the Monk, you need to distribute your strengths between 4 stats (str/dex/con/int). So min maxing is no problem. (at least with pointbuy)</p><p></p><p>Tell me what you guys think of it::</p><p></p><p>(Zhentarim) Elite Agent</p><p></p><p>Prerequisites:</p><p>Endurance, Dodge, Mobility, Imp Initiative, Combat Expertise</p><p>others: favourite Enemy (any humanoid)</p><p>Skills: Intimidate, Disguise, Escape Artist 5 Ranks / Hide, Bluff 8 ranks</p><p></p><p>Skills: 6+ Intelligence modifier</p><p></p><p>Proficiency: All martial and simple weapons, light armor, no shields.</p><p>In addition: light repeating crossbow.</p><p></p><p>Class Skills: Bluff, Diplomacy, Disable Device, Disguise, Escape artist, Gather Information, </p><p>Hide, Intimidate, Knowledge (Local), Knowledge (Military), Listen, Move Silently, Open Lock, </p><p>Profession, Survival, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Ride.</p><p></p><p>Good Will and Reflex Saves</p><p>Fighter bab</p><p>d8 hit points</p><p></p><p>1. Evasive Dodge, Lethal Strike</p><p>2. Quick Draw, Resilient +1</p><p>3. Flick of the Wrist, Lethal Strike 2</p><p>4. Evasion, Exotic Weapon Proficiency</p><p>5. Deathblow, Resilient +2</p><p>6. Paramilitary, slippery Mind</p><p>7. Die only twice.</p><p></p><p>(Ex) Evasive Dodge: The elite Agents training gives him the ability to defend himself better than others. His superior fighting techniques and his focused mindset allow him to foresee actions in combat in such a way that he seems always a step ahead of his enemies.</p><p>when wearing light or no armour the agent can add his intelligence bonus to AC +1 (dodge bonus) against one opponent per two levels of Agent taking a –2 attack penalty while doing so.</p><p>This bonus can never exceed the current Elite Agent level +1 (maximum +6).</p><p>While doing this the agent cant use the fighting defensively or full defense actions!</p><p>In any other aspect this works like the monk’s ac bomus.</p><p></p><p>(ex) Evasion: As the rogue ability. If the character already has this Evasion, he gains Improved Evasion instead.</p><p></p><p>(ex) Resilent: The agent is trained to withstand even the deadliest of attacks against his mind or body. Add +1 to all Saving throws. At 5th level it improves to +2.</p><p></p><p>(ex) Lethal strike: The elite Agent relies on taking out his enemies before they have a chance to react. He uses every weakness in the opponents defence to his advantage.</p><p>Using a special technique allows the agent to use the enemies momentum to his advantage so he can quickly strike with deadly precision to down his foes.</p><p>This ability can be used once per Agent level +1and allows the agent to add his Intelligence modifier +2 to his attack rolls.</p><p>when reaching 3rd level he automatically threatens for critical damage with this special attack. This attack only works against creatures that are subject to critical hits.</p><p></p><p>Para military: as the leadership feat.</p><p></p><p>Die only twice: Once per encounter you can reduce the damage from a lethal attack (that would bring you below 0 hitpoints) by half with a successful reflex saving throw. (DC = damage dealt).</p><p>In addition, once per year when hit by an attack that would kill you outright, you can make a fortitude saving throw DC: 20 to miraculously survive the attack even though it looks like the attack has killed you.</p><p>You stay in coma for 4d6 hours, after you awake with 1 HP you are permanently drained of 2 constitution points but otherwise in exactly the shape you were right before you were *killed* by the death attack.</p><p></p><p>Exotic Weapon Proficiency: The agent learns to use uncommon weapons. </p><p></p><p>Deathblow: from S&F</p><p></p><p>Flick of the Wrist: from S6S</p><p></p><p>Quick Draw: From the PHB</p><p></p><p>Slippery mind: as the rogue ability.</p></blockquote><p></p>
[QUOTE="Simulacrum, post: 1064765, member: 7749"] Hi everyone. For my FR campaign I created a James Bond style Paramilitary PrC...ok more like the guys James Bond is fighting against :D I created them for the Zhentarim, but could be used as Super Agent concept for nearly any campaing. Prerequisites are high, but its worth it. I game tested it alot and it seems like its quite well balanced. The PrC is build on the new 3.5 Ranger (wich I like ALOT!) But lacking the magic of the ranger and the sneak attack of the Assassin. It has the same problems as the Monk, you need to distribute your strengths between 4 stats (str/dex/con/int). So min maxing is no problem. (at least with pointbuy) Tell me what you guys think of it:: (Zhentarim) Elite Agent Prerequisites: Endurance, Dodge, Mobility, Imp Initiative, Combat Expertise others: favourite Enemy (any humanoid) Skills: Intimidate, Disguise, Escape Artist 5 Ranks / Hide, Bluff 8 ranks Skills: 6+ Intelligence modifier Proficiency: All martial and simple weapons, light armor, no shields. In addition: light repeating crossbow. Class Skills: Bluff, Diplomacy, Disable Device, Disguise, Escape artist, Gather Information, Hide, Intimidate, Knowledge (Local), Knowledge (Military), Listen, Move Silently, Open Lock, Profession, Survival, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Ride. Good Will and Reflex Saves Fighter bab d8 hit points 1. Evasive Dodge, Lethal Strike 2. Quick Draw, Resilient +1 3. Flick of the Wrist, Lethal Strike 2 4. Evasion, Exotic Weapon Proficiency 5. Deathblow, Resilient +2 6. Paramilitary, slippery Mind 7. Die only twice. (Ex) Evasive Dodge: The elite Agents training gives him the ability to defend himself better than others. His superior fighting techniques and his focused mindset allow him to foresee actions in combat in such a way that he seems always a step ahead of his enemies. when wearing light or no armour the agent can add his intelligence bonus to AC +1 (dodge bonus) against one opponent per two levels of Agent taking a –2 attack penalty while doing so. This bonus can never exceed the current Elite Agent level +1 (maximum +6). While doing this the agent cant use the fighting defensively or full defense actions! In any other aspect this works like the monk’s ac bomus. (ex) Evasion: As the rogue ability. If the character already has this Evasion, he gains Improved Evasion instead. (ex) Resilent: The agent is trained to withstand even the deadliest of attacks against his mind or body. Add +1 to all Saving throws. At 5th level it improves to +2. (ex) Lethal strike: The elite Agent relies on taking out his enemies before they have a chance to react. He uses every weakness in the opponents defence to his advantage. Using a special technique allows the agent to use the enemies momentum to his advantage so he can quickly strike with deadly precision to down his foes. This ability can be used once per Agent level +1and allows the agent to add his Intelligence modifier +2 to his attack rolls. when reaching 3rd level he automatically threatens for critical damage with this special attack. This attack only works against creatures that are subject to critical hits. Para military: as the leadership feat. Die only twice: Once per encounter you can reduce the damage from a lethal attack (that would bring you below 0 hitpoints) by half with a successful reflex saving throw. (DC = damage dealt). In addition, once per year when hit by an attack that would kill you outright, you can make a fortitude saving throw DC: 20 to miraculously survive the attack even though it looks like the attack has killed you. You stay in coma for 4d6 hours, after you awake with 1 HP you are permanently drained of 2 constitution points but otherwise in exactly the shape you were right before you were *killed* by the death attack. Exotic Weapon Proficiency: The agent learns to use uncommon weapons. Deathblow: from S&F Flick of the Wrist: from S6S Quick Draw: From the PHB Slippery mind: as the rogue ability. [/QUOTE]
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