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As an agent of Third Echelon, the third agent has received training on several fronts and honed to be an expert assassin, infiltrator, and interrogator, among other skills that aid in completing missions behind enemy lines that would be referred to as black bag operations. “The price of success is hard work and dedication”.

The third agent is an archetype of the gunner class, available only to characters over trained ages.

Archetype Main Ability Scores:
The third agent mainly focuses on DEX for martial combat and DEX and WIS for their class features.

Archetype Feature Replacements:
1stGunsmith, Limit Break (trigger happy). 2ndGunnery Talents, Nimble. 3rdCover Fire. 4thGunnery Talents. 6thGunnery Talents. 7thDisengage. 8thGunnery Talents. 10thGunnery Talents. 14thGunnery Talents. 16thGunnery Talents. 18thGunnery Talents. 20thGunnery Talents.

Limit Break (Su)

At 1st level, the third agent receives the Limit Break (Mark and Execute).

Mark and Execute (Su): The Limit Break has the third agent focus on his surroundings to pick out his targets, and then take them out. The third agent may attack a number of targets up to his Dexterity modifier within 30 feet of him once, using his highest BAB with any firearm that he is wielding.

This ability replaces the Limit Break (Trigger Happy).

Gadgets and Gear (Ex)

At 1st level, the third agent gains access to the tools of his organization. He gains a trainee pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gil when sold). In addition, he can select one gadget from the following list. If any gadget is destroyed or stolen/lost, he may repair/rebuild it after spending 1 hour of downtime and paying 100 gil in materials.

At 5th level and every four gunner levels thereafter, a third agent can select a new gadget to obtain.

  • Multi-Vision Goggles: These Night Vision Goggles grant darkvision up to 120 feet while worn and take up the eye slot on the agent. The agent can select this option several times to gain additional functions, each function requires a move action to activate, and each upgrade can only be used 5/day each.
    • EEV: This upgrade to the goggles points out any different properties of nearby objects. For 1 minute, with a recharge period of 5 rounds, the agent gains the trap spotter thief talent.
    • EMF Vision: This upgrade to the goggles allows the agent to precisely see interference given off by electronic devices. For 1 minute, with a recharge period of 1 minute, the agent can see power lines, power boxes, communication devices, and robotics up to 120 feet away and through up to 5 feet of blocking material. When active, the third agent is able to see forcefields and deals additional damage equal to his gunner level against them. If fighting creatures of the Machina subtype, the third agent increases his crit range by 2, this increase is calculated after multipliers such as improved critical. Objects and creatures that make use of electricity or wiring are visible to the agent even if they would be invisible. Prerequisite: The agent must be at least 5th level to select this upgrade.
    • Heat Vision: This upgrade to the goggles allows the agent to see the heat produced by living creatures or generators. For 5 rounds, with a recharge period of 1 minute, these goggles grant the Lifesense ability up to 60 feet from the agent, as long as the targets look as if they would give off heat. If the environment is especially hot, this upgrade will have no effect. Prerequisite: The agent must be at least 9th level to select this upgrade.
  • Subdermal Implants: These communication devices are placed within the agent’s cochlear (or inner ear) and vocal cords. The third agent is able to contact his handlers across grand distances without worry that others could hear his conversation or at least one side of it. Outside of communication, these implants allow the handlers to track their agents. If his allies make use of other communication devices such as radios, they can link up with the agent and talk with them via the implants.
  • OPSAT (OPerational SATellite Uplink): This PDA-like device contains all mission details for the agent and can process almost any data it comes into contact with in the field. Whilst worn on a belt or attached to his clothing, the OPSAT also details light and sound levels. It also creates a 3D map of any terrain the agent traverses, allowing them to never get lost while exploring. The third agent gains a +5 circumstance bonus to all Stealth and Knowledge (dungeoneering, technology) checks.
  • Ring Airfoil Rounds: These small high-density rubber rounds can be fired from a small launcher attached to the agent’s guns. With a successful ranged attack, as a standard action, this round deals non-lethal damage equal to 2d6 + his Dexterity modifier plus the enhancement bonus of the weapon, the target must succeed in a Fortitude save (DC 10 + half of the gunner’s level + his Dexterity modifier) or be dazed until the end of the agent’s next turn. If used on a dazed target, who fails a second Fort save this round instead knocks the creature unconscious for 1 minute. This gadget can be used a number of times per day equal to 3 + his Wisdom modifier. Prerequisite: The agent must be at least 5th level to select this upgrade.
  • Sticky Camera: This small camera is around double the size of a thumb and can stick to almost any surface. The agent can make a ranged attack, as a standard action, against an unoccupied space (AC 5) with his firearm to launch this camera to stick to a wall or floor. Using his OPSAT, the agent is able to view the feed of this camera, which comes equipped with nightvision 60ft. This gadget can be used a number of times per day equal to 3 + his Wisdom modifier. Prerequisites: The agent must have the OPSAT gadget and be at least 5th level to select this upgrade.
  • Sticky Shocker: A launcher-compatible high-voltage discharge device coated in a powerful adhesive resin. After a successful ranged attack, as a standard action, versus a target or unoccupied space this device lets out an electrical surge, creatures struck or caught in a body of water within 30ft of the shocker, must succeed in a Fortitude save (DC 10 + half of the gunner’s level + his Dexterity modifier) or be stunned for 1 round. This gadget can be used three times per day.

This ability replaces gunsmith.

Expert Athlete (Ex)

Starting at 2nd level, the third agent shows off his extreme use of the environment and his own body. The third agent gains a bonus on all Climb checks equal to half his gunner level and can make his own handholds and footholds in 1 round without the need for a piton.

This ability replaces nimble.

Sneak Attack (Ex)

At 2nd level, the third agent displays his knack for taking out targets quietly and quickly, before alerting the next target of their immediate danger.

The third agent’s attacks deal extra precision 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 third agent flanks his target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every 2 gunner levels thereafter. If he gains the sneak attack ability from another source, the bonuses stack.

This ability replaces all gunner talents.

Wet Agent

At 3rd level, the third agent has honed his assassination abilities further, allowing him to take out more targets before his enemies become aware of his location. The third agent gains Expert Sniper as a bonus feat.

This ability replaces cover fire.

Wetter Agent

At 7th level, the third agent hits his peak of assassination, allowing him to take out all his targets before his enemies become aware of his location. The third agent gains Master Sniper as a bonus feat.

This ability replaces disengage.