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Chapter I

Agent

Opportunistic melee combatants, trained to excel at any task.

Class Ledger

Health Gain Per Level

+5

Armor Mastery

Light

Talent Pool

BasicMartial

Mastery Notes

Skill Mastery Pool

Four from any.

Weapon Mastery Pool

Daggers, 2 of your choice from rapier, buckler, throwing knives, any simple melee weapon.

Agent class illustration

Class Features, Levels 1-5

Level 1: Exploit Vulnerabilities

When making attacks against enemies with melee weapons, if the target is Vulnerable, you may add your Agility to the damage roll of the weapon if you did not already do so.
An enemy is considered Vulnerable when any one of the following conditions have been met:
  • It has not taken its turn in combat yet.
  • It is prone, blinded, restrained, incapacitated, unconscious, stunned.
  • It is injured.
  • You are concealed or hidden from it.
  • It is weak to the damage type of your attack.
  • It is being attacked by you when it is not your turn.

Level 2: Tools of the Trade

You gain one mastery level with a tool of your choice from: Apothecary Kit, Poisoners Tools, Bomb kit, Players Supplies, Tinkers Tools, Thieves Tools.

Level 3: In for the Kill

The first time you make an attack against a vulnerable target each turn you may choose to add one of the following to that attack: Lethal +3, Bleed 1d4, or a minor benefit to the attack and damage roll.

Level 4: Skilled

You gain two skill mastery points.
In addition, you gain one mastery level with a tool of your choice.

Level 5: Deadly Strike

Attacks made against vulnerable enemies deal an additional 1d6 damage. The extra damage is considered to be of the weapons type.

Starting Equipment

  • Each weapon selected from your mastery selection
  • Rural or Urban survival kit
  • One armor of your choice that is cheap or standard price.

Path Specializations

At level 6, your character may ascend into one of the advanced path classes below.

No published path classes are currently linked to this starting class.