Mystic Agent Class

The Mystic Agent is strong in the Force and masters the arts of stealth and subterfuge. He’s the one a crime lord turns to when he wants to steal an artifact from the vaults of the Jedi Temple on Coruscant. He’s the one hired to retrieve a Republic senator’s kidnapped daughter from a pirate fortress. Selling his expertise as a stealthy spy, swift courier, and silent assassin, the mystic agent is the consummate master of espionage. He handles missions involving infiltration, extraction, seduction, obfuscation, and assassination.

A Mystic Agent typically works alone, although he relies on a web of contacts to get him into and out of dangerous locations. He serves a variety of clients, from galactic corporations and planetary governors to wealthy art dealers and crime syndicates, all the while keeping his true alliances veiled. Some Mystic Agents are interested only in credits, while others find a cause worthy of their loyalty. Even then, some organizations and individuals hesitate to call on the services of a Mystic Agent for fear of being double-crossed.

A Mystic Agent will sometimes ally himself with small but powerful groups of adventures who can provide him with safe transportation, firepower, and other resources needed to complete whatever assignment he has agreed or sworn to undertake.

Requirements
To qualify for the Mystic Agent prestige class, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Battlemind 4 ranks, Hide 7 ranks, Sense Motive 7 ranks
Feats: Alter, Control, Force-Sensitive

Game Rule Information
Vitality: A Mystic Agent gains 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Mystic Agent’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Bluff (Cha), Computer Use (Int), Diplocmay (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge* (Int), Listen (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier
Note: All skills that require Sense are cross class skills.

Class Features
The following are features of the Mystic Agent prestige class.

Closed Mind
A Mystic Agent masters several techniques to guard his mind against unwanted mental intrusion. He gains an insight bonus on Will saves equal to his class level (maximum +10) to resist mind-influencing Force skills that allow Will saves, such as Affect Mind, Empathy, Friendship, and Telepathy.

Weapon Concealment
A Mystic Agent can use the Force to conceal a weapon and other items on his person. To use this ability, the Mystic Agent must make some effort to conceal the weapon or item. He cannot cloak an item visible in his hand or a weapon visibly holstered to his hip, for example.

Success is automatic if no one is specifically looking for a weapon or specific item on the Mystic Agent’s person. If someone standing adjacent to the Mystic Agent conducts a body search, the Mystic Agent can succeed at a Sleight of Hand check opposed by the searcher’s Search check. If someone is standing within 10 meters of the Mystic Agent but isn’t actually adjacent to him, the Mystic Agent’s Sleight of Hand check is opposed by the onlooker’s Spot check. In either case, the Sleight of Hand check is a reaction, not an attack action.

The Mystic Agent can attempt to conceal multiple items or weapons. He makes only one check regardless of the number of weapons he attempts to conecal on his person, but each additional weapon after the first applies a -2 penalty to his check. The Mystic Agent gets an additional bonus or penalty on his check based on the size of the largest concealed weapon or item: Fine +12, Diminutive +8, Tiny +4, Small +0, Medium -4, Large +8. A Mystic Agent cannot conceal a weapon or item of Huge size or bigger.

This ability does not fool electronic sensors or similar devices designed to detect concealed weapons.

Wallwalk
The Mystic Agent can climb and travel on vertical surfaces or even traverse ceilings. He must have his hands free to travel in this manner. The Mystic Agent gains a climb speed of 6 meters and need not make Climb checks to traverse a vertical, angled, or horizontal surface. Each use of this ability lasts for 10 minutes per class level. At 2nd level, the Mystic Agent can use this ability once per day. He can use this ability twice per day at 5th level and three times per day at 8th level.

Channel Vitality
Faced with grave peril, the Mystic Agent must sometimes give of himself to survive. Beginning at 3rd level, the Mystic Agent can, through his connection to the Force, devote his own vital energy toward improving his skills.

By sacrificing vitality points, the Mystic Agent gains a Force bonus on one skill check. For each vitality point he expends, the Mystic Agent gains a +1 bonus on the skill check. The player must declare how many vitality points are being spent immediately before the skill check is made. A Mystic Agent can spend as many vitality points on one skill as he has Mystic Agent levels (for a maximum bonus of +10 to the check).

The Mystic Agent can apply this bonus only to the following skills:
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, Tumble

If the Mystic Agent has no vitality points remaining, he cannot use this ability.

Bonus Feats
The Mystic Agent gains a bonus feat at 4th, 7th, and 10th level. This feat must be selected from the following list, and the Mystic Agent must meet any prerequisites.
Acrobatic, Advanced Martial Arts, Attuned, Blind-Fight, Burst of Speed, Defensive Martial Arts, Focus, Force Mastery, Force Speed, High Force Mastery, Improved Darkvision, Improved Low-Light Vision, Improved Martial Arts, Influence, Known Enemy, Martial Arts, Mettle, Mind Trick, Nimble, Sharp-Eyed, Stealthy, Trustworthy, Weapon Finesse, Weapon Group Proficiency (Blaster Pistols), Weapon Group Proficiency (Vibro Weapons)

Unarmed Force Stun
At 5th level, the Mystic Agent can use the Force to stun foes with his unarmed attacks. The Mystic Agent can use his stunning strike once per round, but no more than a number of times per day equal to his class level. The Mystic Agent must declare he is using an Unarmed Force Stun before making the attack roll; if the attack misses, the Unarmed Force Stun is wasted.

An opponent struck by the blow must succeed at a Fortitude save (DC 10 + the Mystic Agent’s Wisdom Modifier) in addition to receiving normal damage. If the save fails, the opponent is stunned for 1 round (as defined in the Character condition Summary sidebar in Chapter 12 of the Star Wars Roleplaying Game). The Mystic Agent cannot stun creatures that are immune to critical hits.

Contact
The Mystic Agent cultivates associates and secret benefactors throughout his sphere of influence. He gains a contact at 6th and 9th level. Each time a Mystic Agent gains a contact, the GM should develop a supporting character to represent the contact. A player can suggest the type of contact his or her character wants to gain. A contact will not accompany the Mystic Agent on missions or risk his or her life, but a contact can provide information or expert skills. The more powerful the contact is, the less time he or she has to offer the Mystic Agent. Whatever the case, a Mystic Agent is not allowed to call on the same contact more than once per adventure. The Mystic Agent can have information contacts, expert contacts, and resource contacts as defined in Favors and Contacts.

Improve Force Stun
At 10th level, any creature that fails the Fortitude save against the Mystic Agent’s Unarmed Force Stun is stunned for 1d4+1 rounds (instead of 1 round). See Unarmed Force Stun, above, for details.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +0 +1 +2 Closed Mind, Weapon Concealment +1 +0
2 +1 +1 +1 +2 Wallwalk (1/day) +2 +0
3 +2 +1 +1 +3 Channel Vitality +2 +0
4 +3 +1 +2 +3 Bonus Feat +3 +0
5 +3 +2 +2 +4 Wallwalk (2/day), Unarmed Force Stun +3 +1
6 +4 +2 +2 +4 Contact +4 +1
7 +5 +2 +3 +4 Bonus Feat +4 +1
8 +6 +3 +3 +5 Wallwalk (3/day) +5 +1
9 +6 +3 +3 +5 Contact +5 +2
10 +7 +3 +4 +6 Bonus Feat, Improved Force Stun +6 +2
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