View Full Version : The Animal Agent: for the foiling of evil scientists everywhere

2011-11-08, 05:04 PM
http://fc07.deviantart.net/fs71/i/2010/122/c/b/Perry_the_Platypus_by_Gunshow13.jpg Perry the Platypus, from DeviantArt

"In your letters, you described your nemesis as a 'suave, semi-aquatic personification of unstoppable dynamic fury'."
-Dr. Gevaarlijk to Heinz Doofenshmirtz, referring to Perry

Perry the Platypus, secret agent extraordinaire of the OWCA, professional crime fighter. Silent but effective. He and his fellow agents keep the world peaceful without the world ever knowing about it. So why is it here?

To make it playable of course. :smallsmile:

First off, the template, to turn animals into agents.

OWCA Trained Animal

OWCA Trained Animal, henceforth called “recruit”, is an acquired template that can be added to any living, corporeal Animal, hereafter referred to as the “base creature”.
A recruit uses all the base creature’s statistics and special abilities, except as noted here.
Size and Type: remain unchanged; do not recalculate BAB or saves.
Hit Dice: Do not increase racial or class HD
Speed: Speed increases to 30 ft. in all movement speeds. If already faster than 30 ft., do not change.
Armor Class: A Recruit gains either his Dex or Int as a Dodge bonus to AC, whichever is higher.
Attack: A Recruit gains all limbs as secondary natural attacks. These attacks deal the same damage as their primary attack. If no primary attack is available, or its primary attack is worse than the following, it becomes Bite for 1d4. A Recruit also gains the ability to use weapons, though does not gain proficiencies.
Full Attack: A Recruit uses weapons when they are available, but will go all out with natural attacks otherwise.
Damage: As Attack.
Special Attacks: The Recruit retains all special attacks of the base creature.
Special Qualities: The Recruit retains all special qualities of the base creature. It is also intelligent and can read, write and understand languages as intelligent creatures do, but cannot speak them. Any languages learned by the recruit function normally, but he cannot speak them. Also, all land animals with this template gain the use of opposable thumbs, which are easily disguised when they are Disguising.
Abilities: Recruits are rolled up as characters. Their racial bonuses are any of the base stats above 11, minus 10 if they are even, 11 if they are odd. Ex: cats get +4 Dex and +2 Wis, but no penalties are applied in this way.
Skills: Recruits gain a +30 racial bonus on Disguise checks to appear as a mindless version of their Base Creature. Also, the recruit need not make Bluff checks to appear to act like a mindless animal, such checks succeed automatically.
Environment: Same as Base Creature, or in someone’s possession.
Challenge Rating: base creature’s +1
Alignment: Any
Level Adjustment: +1 for every 3rd +2 an animal recieves to their ability scores. Ex: The above cat would have an LA +1.

That’s a start, now to make them progress.
The Animal Agent HD: d10
Alignment: Any Non-Evil
Race: OWCA Trained Animal ONLY
Skills: All skills are class skills to the Animal Agent, Except Speak language.
Skill Points: (6+Int modifier)*(3+ level)

{table] lvl. |BAB |Fort |Ref |Will |Special|
1|+1|+2|+2|+0|Agency Standing, Trick Limit Improvement
2|+2|+3|+3|+0|Bonus Feat
3|+3|+3|+3|+1|Hat Training
4|+4|+4|+4|+1|Bonus Feat
5|+5|+4|+4|+1| Device Familiarity
6|+6/+1|+5|+5|+2|Bonus Feat
7|+7/+2|+5|+5|+2|Improvisation Training
8|+8/+3|+6|+6|+2|Bonus Feat
9|+9/+4|+6|+6|+3|Agency Sponsored Training
10|+10/+5|+7|+7|+3|Bonus Feat
11|+11/+6/+1|+7|+7|+3|Nemesis Training
12|+12/+7/+2|+8|+8|+4|Bonus Feat
13|+13/+8/+3|+8|+8|+4|Greater Agency Standing
14|+14/+9/+4|+9|+9|+4|Bonus Feat
15|+15/+10/+5|+9|+9|+5|Advanced Agent
16|+16/+11/+6/+1|+10|+10|+5|Bonus Feat
17|+17/+12/+7/+2|+10|+10|+5|Nemesis Familiarity
18|+18/+13/+8/+3|+11|+11|+6|Bonus Feat
19|+19/+14/+9/+4|+11|+11|+6|Advanced Hat Training
20|+20/+15/+10/+5|+12|+12|+6|Bonus Feat, Agency Head [/table]

Armor and Weapon Proficiencies: The Animal Agent gains all simple and martial weapon proficiencies, as well as proficiencies with all armors and shields. Only armor need be sized for the Agent, the rest may be wielded as if the weapon or shield were made for the Agent as long as they were made for a creature within 2 size categories of the Agent.

Bonus Feats: At the indicated levels, the Agent gains any feat for which he meets the prerequisites as a bonus feat.

Agency Standing: The Animal Agent, hereafter referred to as the Agent, is a field member of the OWCA, and thus has certain rules, as well as certain privileges. They receive a hat as members, which can telepathically call for backup once per week, which arrives in 2d4 rounds. This hat also lets the superiors monitor the Agent’s behavior to ensure they follow the rules. The rules are:
1) Never expose the agency to any non-villain that may recognize the Agent
2) Always protect civilians
3) Always disable villains to the best of their ability
If any of these rules are broken, OWCA Agents are dispatched to deal with the situation appropriately.

Trick Limit Improvement (Ex): As sentient beings, Agents do not “learn” tricks; they can do whatever they put their minds to. Any order given that the Agent is willing to follow that would normally be considered a trick, in the rules or normal sense, can be performed.

Hat Training (Ex): An Agent’s hat is like an extension of himself, and all Agents are given one. The Agent may make ranged touch attacks with his hat, with a range increment of 15 ft. If the attack hits, he may make a Disable Device check through it at a -5 penalty, or a Bull Rush through it at a -10 penalty. This takes a standard action and does not provoke attacks of opportunity. The hat flies into the Agents paws at the beginning of his next turn, or if his paws are occupied it instead goes to his head, landing at the perfect jaunty angle. Drawing the hat from his head to throw it is a free action.

Device Familiarity (Ex): The Agent is trained to identify potentially dangerous devices and shut them down. The Agent gains a +2 bonus to skill check made to identify devices, as well as on disable device checks.

Improvisation Training (Ex): Agents have to use their environments to their advantage when fighting evil. The Agent takes only half the usual penalties for using weapons he is not proficient in, improvised weapons, and weapons not sized for him.

Agency Sponsored Training: At this point, the Agent is an essential asset to the OWCA, and receives training in any 3 weapons he is not familiar with. These weapons can be of any sort he is capable of wielding.

Nemesis Training (Ex): The Agent learns to counter other styles of fighting very quickly. When a significant villain is fought more than once, meaning in more than 1 encounter, the Agent gains a cumulative +1 to hit and AC against that villain per previous encounter with the villain. This bonus may only apply to one villain at any one time.

Greater Agency Standing: At this point the Agent has become a great asset to the Agency, and he gains the use of any magic item/ piece of equipment that the Agency may have. This item must be stored appropriately between missions, and the Agent must pay the OWCA half of its market value if it is lost or destroyed.

Advanced Agent (Ex): The Agent has done a lot of field work by now, and knows his skills well. He gains a +2 bonus on Spot, Listen, Concentration, Search, and Acrobatics (yes I know it’s a Pathfinder skill).

Nemesis Familiarity (Ex): The bonus from Nemesis Training doubles at this point, so skilled an observer is the Agent.

Advanced Hat Training: The Agent now makes swift, deft motions with his hat. The range increment is now 30 ft., the Disable Device checks now take no penalty, and the Bull rush checks are made only at a -5 penalty.

Agency Head: At this point, the Agent is a powerful voice, if not a speaker, in the OWCA. He plays crucial roles in decision making when he can, and may authorize missions once per month. A mission is a task carried out by 4 Agents of at least 13th level, chosen by the Agent to either perform a task or accompany him on a mission. They obey the Agents orders to the best of their ability. Also, the Agent may now commission items and devices to be made by the OWCA, and will receive the item in 1 week.

2011-11-08, 06:19 PM
The OWCA Trained Animal is itself horribly imbalanced. Some animals, even with low HD, have some very good ability bonuses, far too much for an LA +0 race.

2011-11-09, 06:02 AM
The OWCA Trained Animal is itself horribly imbalanced. Some animals, even with low HD, have some very good ability bonuses, far too much for an LA +0 race.
This is true, but remember that many animals will get no bonus at all, they will have equivalent of human bonuses. Maybe an LA based on ability bonuses...

EDIT: Fixed, thank you for that Yitzi, it honestly hadn't crossed my mind.

2011-11-09, 07:54 AM
Hat Training (Ex): An Agent’s hat is like an extension of himself, and all Agents are given one. The Agent may make ranged touch attacks with his hat, with a range increment of 15 ft.

Is the hat itself a weapon that can do damage to creatures or objects, or does it only have the disable device and bullrush effects?

2011-11-09, 04:44 PM
Is the hat itself a weapon that can do damage to creatures or objects, or does it only have the disable device and bullrush effects?

The latter, it only makes bullrush and disable device checks. Maybe you could affix blades to it, but that would make it harder to catch.