Thought Agent (Character Kit)

Thought Agents
Description:  Thought Agents are mem- bers of a psionic fraternity of sheriffs, bounty hunters, spies, and vigilantes who have been trained to use their mental powers to aid them in their chosen fields.
This group has no political affiliations or biases with regard to good or evil. Their members may take jobs as peacemakers (a sheriff for uncivilized or wilderness settlements), information brokers, treasure finders, monster or witch hunters, inquisitors, or any other job that requires stealth, intuition, and cunning. To be a Thought Agent, a character must have an Intelligence of 13 or better, and a minimum Wisdom of 16. Thought Agents must also be of lawful alignment, in addi- tion to all other normal requirements.
Preferred disciplines: Thought Agents prefer the Telepathic, Clairsentient, and Psychometabolic disciplines.
Recommended devotions: ESP, Inflict Pain, Truth Ear, Body Equilibrium, Catfall, Chameleon Power, Double Pain, Ectoplas- mic Form, Heightened Senses.
Recommended sciences: Probe, Mindlink, Aura Sight, Shadow-form, Metamorphosis.
Barred disciplines: None.
Role: The individual members of this order have as little in common with other members as they do with nonpsionic beings. Each is a loner, knowing only a few other members, including one Thought Agent who acts as a trainer.
Each Thought Agent must pick a specialty based on her alignment.
== Lawful-good specialties ==
Peacemakers: These are wandering judges similar to judges of the American Old West. If a peacemaker settles in one area, he is known as a sheriff. His job is to judge, sentence, and in some cases, track down and execute those who break the laws of the land. They receive a +1 bonus to reaction rolls from the common folk of the land.
Treasure finders: These are adventuring Thought Agents who take on missions to recover lost or stolen items for an employer. They often accompany adven- turing parties on their excursions. Trea- sure finders may detect secret and hidden doors like an elf. If the treasure finder is an elf, she receives an additional +1 toher chances of finding such portals and may find secret doors merely in passing on a roll of 1 on 1d8.
Monster hunters: These are specialists in tracking down and defeating a certain type of monster. There are dragon hunters, vampire hunters, giant hunters, etc. Each sort of hunter knows the lore about his intended quarry and will choose weapons and equipment that is appropriate. Monster hunters receive a +1 to attack their chosen nemesis and know their general strengths and weaknesses. For example: Targ the vampire hunter knows that, generally, vampires may be killed through beheading, burning, stakes through the heart, or exposure to direct sunlight. The vampire he is currently chasing is named El Cahon and is only prone to one of the above methods of destruction. However, Targ has no way of knowing which one simply by being a vampire hunter. 
== Lawful-neutral specialties ==
Spy: The spys role is described in the Complete Thiefs Handbook (CTH) under the thiefs kit of the same name. A Thought Agent uses his psionics skills to aid him in his profession. A similar vocation is the information broker. The sole difference between an information broker and a spy is that an information broker is in the business of collecting information of a general interest that she may later sell, rather than having been hired to col- lect information of a more specific sort by an employer. Thought Agent spies (and information brokers) never possess any thieving skills.
Witch hunter: A witch hunter is a Thought Agent who searches out, identifies, and captures or exterminates renegade spellcasters. He is similar in profession to a bounty hunter and in philosophy to a monster hunter in that he hunts a quarry for a bounty, but only those who are dangerous to public safety. A witch hunters psionics abilities are well suited to combat with magic-wielding assailants. A witch hunter is granted the Spellcraft proficiency at no cost.
== Lawful-evil specialties ==
Assassin: Assassins are fully described in the CTH. They are trained to use their psionics to aid them in this pursuit. Make use of the Role section of the kit in par- ticular. Again, psionicists choosing this kit cannot possess thieving skills.
Bounty hunter: Bounty hunters are also fully described in the CTH. Use the Role section found there for inspiration.
Inquisitor: The actions of inquisitors are lawful evil, even if they profess otherwise (religious cleansing, purification, etc.). They may be misguided fanatics or self- serving followers of a particular religious leader or deity. Whatever their motiva- tions, they search out and eradicate those they claim are heretics, unbelievers, and heathens, including priests of outlawed faiths and religious minorities.
Secondary Skills: Any.
Weapon Proficiencies:
* Required: None;
* Recommended: Any.   
Nonweapon Proficiencies:
* Bonus: Obser- vation, Information Gathering;
* Recommended: Tracking, Alertness, Meditative Focus, Local History, Direction Sense, Dis- guise.
Equipment:   Equipment varies according to the specialization taken. Common sense and the CTH can aid in the deci- sion-making.
Special Benefits: As noted above. Thought Agents who make use of kits from the CTH do not receive the special benefits listed (they are psionicists, not rogues).
Special Hindrances: All Thought Agents, regardless of specialty, must serve an employer or a master, even if the master is
only the agents own duty to his religion or community. He may not go on adventures if they are not in direct pursuit of his duties or an employers wishes,
== Wealth options: As normal. ==
Races: Humans, dwarves, gnomes, and halflings may become Thought Agents.
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