Psychic Agent (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 4-25-15
Status: Complete
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A psychic secret agent, they are a jack of all trades designed to sneak, infiltrate, and if need be to kill. 20 0 Moderate Good Good Good Psionics Minor


Psychic Agent[edit]

Most wars are not fought on the battlefield. Before even the first sword is forged and the first soldier is trained, battles take place politically, economically, and socially. And in the background of these public non-lethal fights are the psychic agents moving in the shadows, changing the outcomes, and preventing wars (or starting them) by any means required.

Making a Psychic Agent[edit]

Abilities: Psychic agents can do many things, but not everything at once. Strength will help in a fight, while Dexterity might help avoid the fight, or evade he consequences once it starts. Constitution is important for everyone, but they have some flexibility on which mental ability score to maximize. Some are smart, some are wise, and others are charismatic and smooth.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: "As wizard".

Table: The Psychic Agent

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +2 +2 Bonus Feat, Unarmed Strike, Variable Ability Specialization 2 1 1st
2nd +1 +3 +3 +3 Bonus Feat, Master of Disguise 4 2 1st
3rd +2 +3 +3 +3 Evasion, Sneak Attack 1d6 6 3 1st
4th +3 +4 +4 +4 Nondetection 8 3 1st
5th +3 +4 +4 +4 Bonus Feat 12 4 2nd
6th +4 +5 +5 +5 Sneak Attack 2d6 16 5 2nd
7th +5 +5 +5 +5 Death Attack 20 6 2nd
8th +6 +6 +6 +6 Improved Evasion 24 6 2nd
9th +6 +6 +6 +6 Sneak Attack 3d6 30 7 3rd
10th +7 +7 +7 +7 Bonus Feat 36 8 3rd
11th +8 +7 +7 +7 Unremarkable 42 9 3rd
12th +9 +8 +8 +8 Sneak Attack 4d6 48 9 3rd
13th +9 +8 +8 +8 Hide in Plain Sight 56 10 4th
14th +10 +9 +9 +9 Forget Face 64 11 4th
15th +11 +9 +9 +9 Bonus Feat, Sneak Attack 5d6 72 12 4th
16th +12 +10 +10 +10 Improved Death Attack 80 12 4th
17th +12 +10 +10 +10 Forget Name 90 13 5th
18th +13 +11 +11 +11 Sneak Attack 6d6 100 14 5th
19th +14 +11 +11 +11 Unbelievable Escape 110 15 5th
20th +15 +12 +12 +12 Bonus Feat, Instant Forgetfulness 120 15 5th

Class Skills (6 + Int modifier per level, ×4 at 1st 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), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (each knowledge taken separately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

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

Weapon and Armor Proficiency: A psychic agent is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Power Points/Day: A Psychic Agent’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Psychic Agent. In addition, he receives bonus power points per day if he has a high mental ability score (see Variable Ability Specialization) score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A psychic agent begins play knowing one psychic agent power of your choice. Each time he achieves a new level (except for level 4 and every four levels beyond), he unlocks the knowledge of a new power. A psychic agent can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic agent can manifest in a day is limited only by his daily power points. A psychic agent simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psychic agent powers is 10 + the power’s level + the psychic agent's chosen ability score modifier (see Variable Ability Specialization). Psychic agents choose their powers from the following list:

1st— adrenaline boostCP, animal affinity, attraction, aversion, biofeedback, bolt, burst, call armorCP, call to mind, call weaponry, catfall, cat's feet, cloud mind, chameleon, compression, conceal thoughts, create sound, crystal shard, deaden blowCP, defensive precognition, demoralize, detect teleportation, dimensional pocketCP, distract, eidetic lockCP, empathy, empty mind, ethereal smoke, expansion, extend rangeCP, far hand, grip of iron, know direction and location, mental ping, mental watchguard, metaphysical claw, metaphysical weapon, mighty springCP, missive, offensive precognition, offensive prescience, old becomes new, prevenom, prevenom weapon, procognition, psionic charm, psionic daze, psionic endure elementsCP, psionic identify, sense link, sensory gloomCP, slow breathingCP, synesthete, telempathic projection, thought shield, urban striderCP, velocity trap, vigor.

2nd— body adjustment, body purification, brain lock, clairvoyant sense, concealing amorpha, control sound, crystalize memory, crystalstormCP, damp powerCP, danger sense, dimension slide, dispel psionics, detect hostile intent, earth walkCP, elfsight, eradicate invisibility, escape detection, ethereal volleyCP, evade attackCP, extend reachCP, false sensory input, forced sense link, foresee weakness, hustle, id insinuation, mass cloud mind, mass missive, mental barrier, mental disruption, mindlink, mind trap, moment of insightCP, object reading, perfect archeryCP, phantom flanker, power clawCP, power weaponCP, psionic blast, psionic darkvision, psionic keen edge, psionic knock, psionic leash, psionic lock, psionic minor creation, psionic scent, psionic see invisibilityCP, psionic suggestion, psionic tongues, psionic zone of truthCP, psychoportive shelterCP, read thoughts, realized potentialCP, sensitivity to psychic impressions, serenityCP, share pain, sustenance, swarm of crystals, telekinetic boomerangCP, wall walker, zone of alertnessCP.

3rd— anchored navigation, aura sight, correspond, biotic inversion, death urge, detect remote viewing, electromagnetic shield, energy bomb, evade burst, forced share pain, greater concealing amorpha, inertial barrier, psionic concentration, psionic dimension door, psionic discern liesCP, psionic divination, psionic freedom of movement, psionic glyph of wardingCP, psionic modify memory, psionic speak with deadCP, manifest trap, metamorphosis, mind puncture, mindwipe, remote viewing, solicit psicrystal, stop hitting yourself, touchsight, trace teleport, ubiquitous vision, warp cloak.

4th—adapt body, aura alteration, catapsi, ego shield, empower weaponCP, ethereal abductionCP, ethereal agentCP, greater precognition, hail of crystals, inhibiting strike, implanted suggestionCP, living arrowCP, mind probe, perfect reposteCP, psionic major creation, power resistance, psionic analyze dweomerCP, psionic dominate, psionic fabricate, psionic teleport, psionic true seeing, psychometryCP, quintessence, remote view trap, retrieve, schism, second chance, steadfast perception, suspend life, tower of iron will, truevenom, truevenom weapon.

5th— alternate future, astral phantom, chakra purification, dispelling buffer, divert teleport, fate of one, diery discorporation, inconsistent locationCP, mind switch, personal mind blank, psionic contingency, psionic ethereal jaunt, psionic moment of prescience, psionic phase door, psionic plane shift, psionic protection from spellsCP, psionic sequester, shadow body, shatter mind blank, temporal acceleration.

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Psychic Agent must have an relevant ability score (see Variable Ability Specialization) of at least 10 + the power’s level.

Bonus Feat: At 1st and 2nd level, a psychic agent may select from the following list of bonus feats: Any Skill Focus, Blind-Fight, Combat Expertise, Combat Manifestation, Combat Reflexes, Hostile Mind, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Sunder, Inquisitor, Power Attack, Psicrystal Affinity, Psionic Body, Psionic Dodge, and Weapon Finesse.

At 5th level (and every five levels beyond) they gain another bonus feat, and the bonus feat list expands to include: DarkstalkerLoM, Deadly Precision, Deflect Arrows, Improved Trip, and Whirlwind Attack.

The psychic agent need not have any of the prerequisites normally required for these feats to select them.

Unarmed Strike: The psychic agent has the unarmed strike progression of a monk.

Variable Ability Specialization: Psychic agents come from a very varied lot. They can choose to base their psionic powers on Intelligence, Wisdom, or Charisma, with minor boons for each. Once the choice is made, you cannot change it.

Intelligence: Whenever you make a Knowledge check to identify a creature and fail, you may reroll 1 round later.

Wisdom: You gain a +2 bonus on Initiative, and may use your Wisdom in place of Dexterity for initiative checks.

Charisma: You gain a +3 bonus on Bluff, Diplomacy, and Gather Information checks against those who would find you attractive.

Master of Disguise (Ex): The 2nd level psychic agent gains half his class level as a circumstance bonus on Disguise checks. In addition, they may throw together a Disguise as a full round action by taking a -10 penalty.

Evasion (Ex): At 3rd level or higher if a psychic agent makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a psychic agent is wearing light armor or no armor. A helpless psychic agent does not gain the benefit of evasion.

Sneak Attack (Ex): The 3rd level psychic agent gains the sneak attack ability of a rogue, but at the progression listed above. They gain 1d6 at 3rd level and an additional +1d6 every three levels beyond.

Nondetection (Su): A 4th level psychic agent is under a constant nondetection effect, with the spell level equal to your character level.

Death Attack (Ex): The 7th level psychic agent gains the death attack class feature of the assassin. However, the saving throw is 10 + 1/2 class level + your manifesting ability modifier.

Improved Evasion (Ex): At 9th level, a psychic agent's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless psychic agent does not gain the benefit of improved evasion.

Unremarkable (Ex): The 11th level psychic agent is naturally difficult to notice. A psychic agent's gains an aura out to 30 ft. that clouds the minds of others so that unless attention is brought to you by other than your presence there, others assume you're supposed to be there. For example you can stand among soldiers, not in uniform, and people will assume this is normal. However interacting with anyone or getting attention drawn to you for unusual behavior provokes a Will save to negate the effect on them for 24 hours (DC 10 + 1/2 class level + chosen mental ability score). In addition any hostile actions by you or your allies break the effect with no save involved. This is a mind-affecting effect.

Hide in Plain Sight (Ex): At 13th level the psychic agent gains Hide in Plain Sight as a shadowdancer.

Forget Face (Ex): Creatures have a hard time remembering what you looked like. At 14th level anyone who attempts to recall what you looked like must make a Will save (DC 10 + 1/2 class level + chosen mental ability score) or be unable to remember. You may exclude people from this effect as a non-action, and this is a mind-affecting effect.

Improved Death Attack (Ex): A 16th level psychic agent's death attack improves. 1/day, they may reduce the study time for death attack to 0 so they may death attack immediately. In addition, if they make a successful death attack they can choose to delay (or subsequently negate) the death attack effects for up to 1 week. They may only have one such delayed death attack at a time.

Forget Name (Ex): Creatures have a hard time remembering who you are. At 17th level anyone who attempts to recall your name or title make a Will save (DC 10 + 1/2 class level + chosen mental ability score) or be unable to remember. You may exclude people from this effect as a non-action, and this is a mind-affecting effect. In addition, any truename effects no longer function on you. Surely, this is the greatest of all benefits.

Unbelievable Escape (Ex): At 19th level you pull off the impossible each and every day. The villain may have tied you to a nuclear bomb descending into a shark pit with lasers while the room filled with deadly neutrotoxin, but foolishly he left you unobserved for more than 3 rounds! If left unobserved for 3 rounds or more, you can escape any bonds (both physical and magical, such as imprisonment), appearing in the nearest safe and valid space where you were imprisoned.

Instant Forgetfulness (Ex): At 20th level, you don't exist as far as anyone is concerned. If out of sight of creatures for more than 3 rounds, they must make a Will save (DC 10 + 1/2 class level + chosen mental ability score) or forget you were even there at all. The moment you re-appear, any forgotten memories return. They may vanish again once you disappear. You may exclude people from this effect as a non-action, and this is a mind-affecting effect.

Epic Psychic Agent[edit]

Table: The Epic Psychic Agent

Hit Die: d6

Level Special
21st Sneak Attack +7d6
22nd
23rd
24th Sneak Attack +8d6
25th Bonus Feat
26th
27th Sneak Attack +9d6
28th
29th
30th Bonus Feat, Sneak Attack +10d6

6 + Int modifier skill points per level.

Bonus Feat: The psychic agent continues to get bonus feats at 25th level and every five levels beyond.

Sneak Attack: The psychic agent continues to get +1d6 sneak attack damage at 21st level and every three levels beyond.

Half-Elf Psychic Agent Starting Package[edit]

Weapons: Rapier.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Diplomacy 4 Cha
Hide 4 Dex 0
Listen 4 Wis
Move Silently 4 Dex 0
Spot 4 Wis

Feat: Improved Initiative.

Bonus Feats: Power Attack.

Gear: Leather.

Gold: 95 gp.

Campaign Information[edit]

Playing a Psychic Agent[edit]

Religion: Psychic agents vary when it comes to religion, but given their job duty isn't not something one would see while they are working. If they worship anyone, gods of trickery is up their ally.

Other Classes: It's a monk. It's a rogue. It's a bard. It's all three. The paladin may not trust you but you make a fine party face.

Combat: If you are in combat, you've been caught. If you're alone this is a problem but with allies you're fine, as you can sneak attack not quite as good as the rogue, but with the versatility of psionics behind you as well.

Advancement: Sneaky classes or psionic classes are an option.

Psychic Agents in the World[edit]

Shaken, not stirred.
—Jim Binds, Human Psychic Agent

Daily Life: You never know who a psychic agent really is. Maybe it's the butcher. Maybe it's the baker. Maybe it's right behind you!

Organizations: Governments love to hire psychic agents on as spies. It's what they do.

NPC Reactions: If NPCs found out, you'd probably have to kill them.

Psychic Agent Lore[edit]

Characters with ranks in Knowledge Psionics can research psychic agents to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Psionics
DC Result
10 Psychic agents are a little bit of monk, rogue, and some manner of psionic bard. They can use skills and manifesting to sneak and disguise themselves.
15 Some psychic agents are difficult to notice, even when they are standing in front of you. You could swear they were supposed to be there.
20 Powerful psychic agents seem to escape from the most impossible death traps, and get away without anyone tracking them back to their homes. Who are these mysterious spies?
30 Those that reach this level of success can research specific psychic agents, their whereabouts, lore, activities, and other details. Assuming the information hasn't been classified.

Psychic Agents in the Game[edit]

Sample Encounter: One of the people in the king's court is a spy! But who?!


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Eiji-kun's Homebrew (5202 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics +
Class Ability ProgressionMinor +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByLeziad +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Psicraft +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble +, Use Psionic Device + and Use Rope +
Skill Points6 +
SummaryA psychic secret agent, they are a jack of all trades designed to sneak, infiltrate, and if need be to kill. +
TitlePsychic Agent +
Will Save ProgressionGood +