Bastion Advanced Agent

Prime Requisite: lowest score

Requirements: one score 18, all others 11 minimum

Hit Die: d8

Maximum Level: 14

**Weapons and Armor**: Pistol, knife, club, unarmed; proficient only in light ballistic garments (and other AC 1 armors).

**Class Features:**

* **1st Level: Cleave -** one attempt per round, per every level.
* **1st Level: Bastion Awareness Training -** Trained from birth for a mission of survey for colonization on the surface, agents have a +1 bonus to surprise checks in the wilderness.
* **1st Level: Superior Reflexes -** [+2 saves, already calculated into the saving throw table below]
* **1st Level: Commanding Presence -** [The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any henchmen is increased by 1.]
* **1st Level: Eugenic Fitness -** [PC is ageless and enjoys a lifespan three times longer than that of normal men. Like elves, they are immune to ghoul paralysis.]
* **1st Level: Agent Talents -** Every agent is gifted and talented in many areas. Some talents reveal themselves as nigh-superhuman ability; others may manifest as an instinctive aptitude for learning of particular skills, enabling the agent to master in mere months what takes others a lifetime to learn. At 1st level, an agent begins with three talents. With each level of experienced gained thereafter, the number of talents possessed by the agent increases, as shown on the Bastion Advanced Agent Level Progression table. Just as each agent has a different path to walk in life, so each has a different set of talents. Agents select their talents from the list below. All selections must be approved by the Judge. Agents can only select the same talent multiple times at the same level with the Judge’s approval.
* *Charismatic Ferocity*: When attacking with one-handed melee weapons or thrown weapons, the agent may apply his CHA modifier instead of his STR modifier on his damage rolls.
* *Courage:* The agent has mastered his fear and will never shirk from his destiny. He is immune to normal and magical fear effects.
* *Friends of Birds and Beasts:* The agent can understand the subtle body language and moods of normal animals (though the animals may not understand the character). This gives the agent a +2 to all reaction rolls when encountering normal animals, and allows him to take animals as henchmen. The agent can also identify flora and fauna with a proficiency throw of 11+.
* *Gift of Tongues:* The agent has a talent for learning new tongues. Each time this talent is selected, he may learn four additional languages.
* *Hard to Kill:* When a agent is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The agent also subtract his class level from the number of days of bed rest required to recover.
* *Inspiring:* By reciting heroic lays or stirring words for a few moments before a battle (one round), a agent can grant his allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the character), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A agent can inspire courage in any given character once per day per class level. A agent cannot inspire courage on characters who are already engaged in combat.
* *Invulnerable:* The agent is blessed with partial invulnerability to harm. Any damage the agent suffers from non-magical attacks is reduced by 1 point per die. The damage reduction is applied per die. Damage can be reduced to 0, but not less than 0, on each die. Attacks from monsters of 5 HD or more are considered magical attacks due to the monster’s ferocity. This talent can be selected up to three times. Each additional time the talent is selected, damage suffered is reduced by 1 additional point per die, to a maximum of 3 points per die.
* *Lion-Hearted:* If the agent is serving as a commander or hero on the battlefield with an army, the army automatically stands firm on its first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of the battle, however, if the agent himself routs, flees, or leads from the rear (see *Domains at War: Battles*, p. 42).
* *Keen Eyes:* The agent can detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection.
* *Martial Talent:* The agent has a native aptitude for weapons. The agent gains a +1 bonus to attack throws with his choice of either melee or missile attacks. This talent can be selected twice, once for melee and once for missile attacks.
* *Martial Training:* The agent has had training in use of arms. This talent may be selected multiple times. Each time it is selected, choose one of the following weapon groups and add it to the list: XXX
* *Meditative Focus:* The agent can go into a state of intense Zenlike focus once per day per level of experience. While in focus, the character gains a +1 bonus to all attack throws, proficiency throws, saving throws, and initiative rolls. A meditative focus lasts for 1 turn (10 minutes).
* *Military Genius:* The agent commands the battlefield like a god of war. He gains a permanent +1 bonus to his strategic ability, leadership ability, and morale modifier when commanding troops on the battlefield.
* *Talented Proficiency:* The agent may select *ANY* proficiency from the general list or any class list, subject to Judge approval.
* *Thievery Training:* The agent can select one thief skill, choosing from Find Traps, Hide in Shadows, Move Silently, Open Locks, Pick Pockets, and Remove Traps. Thereafter the agent can perform this skill as a thief of his level. This proficiency may be selected multiple times to gain additional thief skills, to a maximum limit of three selections.

**Bastion Advanced Agent Level Progression**

Throw
Bonus
 Cadet
 Senior Cadet
 Agent, 3rd Class
 Agent, 2nd Class
 Agent, 1st Class
 Chief Agent
 Senior Chief Agent
 Master Chief Agent
 Master Chief Agent, 10th Level
 Master Chief Agent, 11th Level
 Master Chief Agent, 12th Level
 Master Chief Agent, 13th Level
 Director of Operations

**Saving Throw Progression**

Paralysis
Death
Breath
Wands
 2-3
 4
 5-6
 7
 8-9
 10
 11-12
 13
 14

**Bastion Advanced Agent Class Proficiencies** (select one at 1st, 3rd, 6th, 9th, and 12th levels):

Acrobatics, Alertness, Armorer\*, Armor Training, Beast Friendship, Blind Fighting, Combat Reflexes, Combat Trickery (force back, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Healing, Leadership, Military Strategy, Mystic Aura, Passing Without Trace, Power Armor Operations\*, Precise Shooting, Programming\*, Robotics\*, Running, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus.