Possible Careers and Professions: Assassin, corporate ‘fixer’,
covert operative, judicial officer, private detective, spy.
Initial Hit Points: 6.
Additional Hit Points: 2.
The agent’s class skills (and the key ability for each skill) are
Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha),
Computer Use (Int), Concentration (Con), Drive (Dex),
Intimidate (Cha), Intrigue (Cha), Investigate (Int),
Knowledge (law, specific culture or specific local),
Linguistics (Int), Notice (Wis), Pilot (Dex),
Profession (blue collar) (Wis), Profession (performing) (Cha),
Profession (white collar) (Int), Sense Motive (Wis), Stealth
(Dex) and Subterfuge (Dex) .
Skill Points At 1st Level: (8 + Int modifier) x 4.
Skill Points At Each Additional Level: 8 + Int modifier.
Initial Influence: 1d6 in any two Influences. One of these
must be a faction of the agent’s native culture.
Additional Influence: An agent may increase any two
Influences by +2.
Class Features
+2 Ref Save
Master of the Craft: Agents are supremely skilled at their
profession. Every time the agent gains the Master of the Craft
feature, they gain the Skill Focus feat. This Skill Focus feat
may only be applied to Bluff, Computer Use, Concentration,
Intrigue, Investigate, Notice, Sense Motive, Subterfuge or
Stealth.