Assassin, Elite (Agent) CR1

Gamemastering > Bestiary 1 > Assassin, Elite (Agent)

Male Rodian Agent 1

M Humanoid

Init +4; Sense Perception +7

Def 17 (+2 Class, +4 Dex, +1 Level), FF 13

HP 17 (1d8 HD + 1 Con + 8 Racial); Armor Light; DR 3

Fort +1, Ref +7, Will +3;

Speed 30-ft, Climb 20-ft

Melee Vibro-Blade +4 (2d6 + 1, 19-20/x2)

Ranged Heavy Blaster Pistol +4 (3d8, 19-20/x2)

Special Attacks: Sneak Attack +1d6

Tech Power Pool: 3

Tech Power Suite:


 * Debilitating Attack: If an Agent studies a victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of paralyzing the target or putting the target to sleep.  Studying the victim is a standard action.  The Debilitating attack fails if the target detects the Agent or recognizes the Agent as an enemy (although the attack might still be a sneak attack if the target is denied their Dexterity bonus to their Defense or is flanked).  If the victim of such a Debilitating attack fails a Fortitude save (DC 10 + ½ Agent’s class level + Agent’s Int modifier) against the they are paralyzed or put to sleep for 1d6 rounds plus an additional round for every two levels the Agent has gained.  Once the Agent has completed the 3 rounds of study, they must make the death attack within the next 3 rounds.  This costs 1 Tech Point.
 * Haste: When making a full attack to gain extra attacks, an Agent can spend one Tech Point in order to gain an additional attack this round at their highest attack bonus.
 * Immediate Evasion: An Agent can spend 1 Tech Point to gain the benefits of Evasion as a reaction to an attack that allows them to make a Reflex save for half damage.
 * Inspired Skills: An Agent can spend 1 Tech Point to gain a bonus of +1d6 on their next skill check (including any on which they take 10 or 20).  This check is made after the check is rolled and before the result is revealed.  An Agent can use inspiration once per roll only.  Additionally, an Agent must be trained in that skill.
 * Resiliency: An agent with this ability can gain a number of temporary hit points equal to their level.  Activating this ability is an immediate action that costs 1 Tech Point and can only be performed when they are brought to below 0 hit points.  This ability can be used to prevent them from dying.  These temporary hit points last for 1 minute.  If the Agent’s hit points drop below 0 due to the loss of these temporary hit points, they fall unconscious and begin dying as normal.
 * Surprise Initiative: An Agent can reroll their Initiative check at the start of combat.  They must choose to do so before the first action of combat, when they roll initiative.  They must take the second result, even if it is worse.  Using this ability is a reaction that costs 1 Tech Point.

Str 13, Dex 18, Con 12, Int 14, Wis 12, Cha 12

BAB +0; CMB +1; CMD 15

Feats: Acrobatic Strike

Skills: Acrobatics +8, Athletics +5 (+9 when climbing), Deception +5, Knowledge (Tactics) +6, Knowledge (Technology) +6, Perceptions +7, Sense Motive +5, Sleight of Hand +8, Stealth +8, Use Computer +6

SQ:


 * Interface: All Agents begin with an interfacing tool that allows them to slice computers without the aid of a datapad and that functions as a multitool version of a Tool Kit for disabling security systems, traps, and for picking locks.  This item is unique to each Agent, and thus it cannot be used by another Agent to interface with computer systems (though it can still be used as a Tool Kit).  It can take the form of a hand-held tool or a single bracer.  When using their Interface, an Agent gains a bonus on checks equal to ½ their class level (rounded down) on skill checks to disable device or use computer.

Languages: Basic, Huttese, & Rodian.

Equipment: 100, 5x Medpac, Vibro-Blade, Heavy Blaster Pistol & Light Battle Armor.