Character Class Details: Agent Group, Stalker Family Profession in Hubworld | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Character Class Details: Agent Group, Stalker Family

Career

Qualifications

Detectives and Detective-Acrobats
Detectives begin in guilds or agencies like Thieves but can usually leave freely. If this does invoke the ill will of the agency, it would only limit co-operation on the part of affiliated Detectives. A would-be Detective starts as an apprentice within the agency, where they will receive their missions at least until level 3. The agency itself may be as large as a municipal constabulary or as small as a single veteran detective in need of new help. 
Assassins
Assassins remain as described in 1st Ed. Entry into an Assassin's guild is usually by invitation. Recruiters keep tabs on promising players in the criminal world, soldiers without conscience, stand-out students in martial arts schools, and devotees of evil cults. A guild will provide a new Assassin with training and set them on their missions at least until level 3. The Assassin may take on their own clients and missions after that, but they need to keep things cleared with their guild to avoid cross-purposes. 
Class Birth Apprenticeship Stats Alignment Race
Detective Common, Noble any Int 12, Wis 12, Dex 11 CG, NG, LG, LN, N Human (Newman, Halfadam, Gillman), Dwarf (Hill, Mountain, Grey), Elf (High, Green, Snow, Martian, Minervan, Halfalf, Darkling), Surface Gnome, Halfling (all), Hengeyokai (all except Raccoon Dog, Rat), Vanara (all except Orongo), Nezumi, Guijuda, Tabaxi
Detective-Acrobat Common, Noble Detective lv.6 + Stealthist or Martialist Str 15, Dex 16 CG, NG, LG, LN, N Human (Newman, Halfadam), Dwarf (Hill, Mountain, Grey), Elf (High, Green, Snow, Minervan, Halfalf, Darkling), Surface Gnome, Halfling (all), Hengeyokai (Cat, Crane, Duck, Fox, Hare, Monkey, Snake, Sparrow, Spider), Vanara (all except Orongo), Nezumi, Tabaxi
Assassin Common, Noble Stealthist Str 12, Int 11, Dex 12 N, LN, LE, NE, non-humans only: CE, CN Human (Newman, Goldadam, Halfadam, Gillman), Dwarf (Hill, Mountain, Grey), Elf (Svartalf, Grey, High, Venusian, Martian, Minervan, Plutonite, Halfalf, Waterling, Darkling), Gnome (all), Yuan-Ti, Vanara (Gidro, Ozod), Nezumi, Tabaxi

Career Progression

Detectives and Assassins both progress according to the Assassin's table in Player's Handbook. Unlike Assassins, Detectives do not have a maximum level and continue to level up every 500,000 experience points, gaining +1 hp each level beyond the 15th. Detective-Acrobats use the following table after taking on their Acrobat subclass:
XP Level d6
25,001-60,000 6 6
60,001-120,000 7 7
120,001-180,000 8 8
180,001-250,000 9 9
250,001-500,000 10 10
500,001-750,000 11 11
750,001-1,000,000 12 12
+500,000/level 13+ +2hp/level

Other Benefits

The abilities of the Assassin are unchanged from 1st edition. The Detective-Acrobat's additional abilities are the same as the Thief-Acrobat described in Unearthed Arcana
The Detective combines the sneaky abilities of a Thief with the information-gathering skills of the Yakuza. In place of the Thief's backstab ability, Detectives have a non-lethal knockout blow:
1) rear attack stun damage equivalent to backstab with blunt weapon or unarmed.
2) 4x stun damage from a single frontal blunt weapon or unarmed attack 1/day/level.
The Knockout Blow takes a full Round to execute, regardless of the character's attacks/round, and may only be attempted 1/turn at most.
Detectives may also Bribe at half the ability of a Merchant. They may Track in urban settings as a Ranger in the woods. In other settings, they track as a Ranger of one level lower (1/2 at 1st level). They may Read Languages and Read Magic as a Thief of one level higher. They can Move Silently, Find/Remove Traps, Listen at Doors, and Hide in Shadows as a Thief, Climb Walls or Pick Pockets at half the ability of a Thief (starting level 3), Pick Locks as a Thief of one level lower, and investigate as a Yakuza of one level higher. 
Detectives are able to learn Thieves' Cant, though they do not begin with it. It can only be learned from another Detective or from a Thief. In regions with Ninja activity, Detectives may also learn Ninja. No Detective has been able to penetrate the Druids (and live), so Druidic is not among the secret tongues Detectives have access to (Druids can literally sniff out spies--they turn into dogs and sniff you out). 
Detectives do not build forts per se. A 9th-level Detective has the following options:
     Employment in a court or under a higher-level Detective within an agency.
     Heading a Detective agency, either by replacing the chief of an existing one or founding a new one in an urban centre.
     Building a clandestine base of operations remote enough to be hidden but close enough to an urban centre to be able to find work. This secret hideout may be established within a city if feasible. Detective Abilities:
Level Ability Gained
1 Investigate, Track, Knockout Blow
2 Bribe, Listen at Doors
3 Read Languages, Pick Locks
4 Pick Pockets, Find/Remove Traps
5 Move Silently, Hide in Shadows
6 Climb Walls,may take an Apprentice; may instead become a Detective-Acrobat
7 Read Magic
9 may establish an Agency or Base

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!