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Torch Agent

Beacons of Arda

The Torches are a long and storied organization throughout Arda. After their foundation following the Last of the Primordial Wars, the Torches have maintained a network of skilled fighters, mages, spies, and other adventurers in many nations throughout the Eastern Continent and beyond, which seek to find and quell the designs of Shadow creatures or Shadow worshipers before they bring harm to the people of Arda. Supplied and funded by the goodwill of people and governments alike, the Torches are one of the most powerful multi-national organizations, and recruit numerous people to join their cause in protecting the peace of the world against the extraplanar threat posed by the Shadow.
  Torch agents are widely seen as knowledgeable and capable adventurers who seek to learn myriad skills to assist them in their forays against the Shadow. By need or by nature, the torch agent is a "jack-of-all-trades", taking a number of elements learned from their fellow Torches and adapting it into a new skill that can be used in their missions. As they gain more knowledge and strength, the torch agents take on more responsibility, becoming leaders in their own right, and train the next generation of Torches with their honed skills.  
A Torch Agent equipped for danger.

Table of Contents

Role: Capable fighters, torch agents often prefer to use every advantage at their disposal to defeat the minions of the Shadow. For them, this often means ambushing their targets which allow them to make the most out of their combat prowess. However, their true strength shines in the support they are able to give their allies with the torch agent's knowledge, skills, and leadership.
Alignment: Most are good or lawful, but a torch agent can be of any alignment.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills


The torch agent’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.

Table: Torch Agent

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Know the enemy
2 +1 +0 +3 +3 Torch talent
3 +2 +1 +3 +3 Sneak attack +1d6
4 +3 +1 +4 +4 Spells
5 +3 +1 +4 +4 1st favored enemy
6 +4 +2 +5 +5 Sneak attack +2d6, torch talent
7 +5 +2 +5 +5 Always prepared
8 +6/+1 +2 +6 +6
9 +6/+1 +3 +6 +6 Sneak attack +3d6
10 +7/+2 +3 +7 +7 2nd favored enemy, torch talent
11 +8/+3 +3 +7 +7 Sunmetal aura
12 +9/+4 +4 +8 +8 Sneak attack +4d6
13 +9/+4 +4 +8 +8
14 +10/+5 +4 +9 +9 Torch talent
15 +11/+6/+1 +5 +9 +9 3rd favored enemy, sneak attack +5d6
16 +12/+7/+2 +5 +10 +10 Torchlord
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11 Sneak Attack +6d6, torch talent
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12 4th favored enemy, torchmaster

Table: Torch Agent Spellcasting

Level Spells Per Day
1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 1 - - -
6 1 - - -
7 1 0 - -
8 1 1 - -
9 2 1 0 -
10 2 1 1 -
11 2 1 1 -
12 2 2 1 0
13 3 2 1 1
14 3 2 2 1
15 3 2 2 1
16 3 3 2 1
17 4 3 2 2
18 4 3 3 2
19 4 3 3 2
20 4 4 3 2

Weapon and Armor Proficiency


A torch agent is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Know the Enemy

  A torch agent adds half his class level (minimum 1) on all skill checks related to Shadow-aligned creatures. In addition, precision attacks made by the torch agent are not negated due to the abnormal anatomy of Shadow-aligned creatures.

Torch Talent

  As a torch agent gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a torch agent gains one rogue talent (as per the rogue class). He uses his torch agent level in place of rogue level for the purpose of these talents. He gains an additional rogue talent for every 4 levels of torch agent attained after 2nd level. A torch agent cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a torch agent’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
  A torch agent cannot choose a ninja trick with the same name as a rogue talent.

Sneak Attack

  If a torch agent can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
  The torch agent’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three torch agent levels thereafter. Should the torch agent score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
  With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a torch agent can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
  The torch agent must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A torch agent cannot sneak attack while striking a creature with concealment.
  See Precision Damage & Critical Hits FAQ for more information.

Spells

  Beginning at 4th level, a torch agent gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A torch agent must choose and prepare his spells in advance.

To prepare or cast a spell, a torch agent must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a torch agent's spell is 10 + the spell level + the torch agent’s Charisma modifier.
  Like other spellcasters, a torch agent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Torch Agent Spellcasting. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Torch Agent Spellcasting indicates that the torch agent gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
  A torch agent must spend 1 hour per day in quiet meditation and study to regain his daily allotment of spells. A torch agent may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
  Through 3rd level, a torch agent has no caster level. At 4th level and higher, his caster level is equal to his torch agent level – 3.

Favored Enemy

  At 5th level, a torch agent selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A torch agent may make Knowledge skill checks untrained when attempting to identify these creatures.

At 10th level and every five levels thereafter (15th and 20th level), the torch agent may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
  If the torch agent chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the Ranger Favored Enemies table. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the torch agent’s bonuses do not stack; he simply uses whichever bonus is higher.
  At 5th level, the torch agent must select Shadow-aligned, outsider (evil), or outsider (chaotic) for his first favored enemy.

Always Prepared

  A torch agent collects always seem to have the right tool for the job, picking up small amounts of this or that throughout his travels. As a result, he may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the torch agent may dig through his pockets to retrieve an item he specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the torch agent can retrieve no more items until he refills his deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.

In addition, if she takes 1 hour to pack his gear each day, she gains a +4 bonus to Strength to determine his light encumbrance. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers his less than the same amount of weight normally should. Finally, the torch agent gains a +4 bonus on Sleight of Hand checks made to conceal small objects on his person.

Sunmetal Aura

  At 11th level, a torch agent’s weapons are treated as sunmetal for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is treated as sunmetal for the purposes of overcoming Damage Reduction.

This ability functions only while the torch agent is conscious, not if he is unconscious or dead.

Torchlord

  At 16th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you remain a Torch of good standing. If the torch agent already has this feat, he may instead gain another feat for which he qualifies for.

Torchmaster

  At 20th level, the torch agent has become a leader and beacon of hope for the people of Arda. The torch agent becomes immune to necromancy effects, compulsion effects and possession attempts (including magic jar) made by Shadow-aligned creatures, or by outsiders of the chatoic or evil subtypes.
  In addition, the torch agent become the leader of a new Torch stronghold, gaining a powerful foothold in a neutral or allied region of your choice. As a famed Torch leader, the torch agent's reputation surges, gaining 5 leadership points.
  Lastly, the torch agent gains +10 to skill checks made in regards to managing his cohorts or his stronghold.

See Also

  A part of:

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