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Guild Agent

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Some wealthy merchant guilds employ unscrupulous individuals in in their plots to achieve wealth and dominion over others. Guild agents are the chief instruments in this endeavor.

Guild agents research lore to discover long-lost treasures, then organize expeditions to recover them for their leaders—usually higher-ranking agents. Their careful study of the traps and hazards of ancient ruins helps agents evade danger themselves while leaving such threats intact for competing treasure hunters to face.

Class Details

Hit Die: d8.


To qualify to become a guild agent, a character must fulfill all of the following criteria.

Class Skills

The Guild agent's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Guild agent

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Trapfinding, trap sense +1
2nd +1 +1 +1 +1 Agency secret, mask alignment
3rd +2 +1 +2 +1 Ambush trap, sneak attack +1d6
4th +3 +1 +2 +1 Agency secret, trap sense +2
5th +3 +2 +3 +2 Crucial taunt
6th +4 +2 +3 +2 Agency secret, sneak attack +2d6
7th +5 +2 +4 +2 Improved trap sense, trap sense +3
8th +6 +3 +4 +3 Agency secret, remote activation
9th +6 +3 +5 +3 Sneak attack +3d6
10th +7 +3 +5 +3 Agency secret, trap sense +4

Class Features

The following are class features of the Guild agent prestige class.

Weapon and Armor Proficiency: a guild agent gains no additional weapon or armor proficiencies.

Trapfinding (Ex)

As the rogue class feature. Levels in Guild agent stack with levels from any other class that grants this ability for the purposes of determining a guild agent's total trapfinding bonus.

Trap Sense (Ex)

a guild agent gains a +1 bonus to AC and on Reflex saves made to avoid traps; this bonus increases by +1 every 3 levels after 1st. Trap sense bonuses gained from multiple classes stack.

Guild Secrets

At 2nd level and every two levels thereafter, a guild agent gains one of the following agency secrets. a guild agent can't select an individual agency secret more than once.

Bluster (Ex): a guild agent takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against her.

Bonus Feat: a guild agent may choose one of the following as a bonus feat: Advanced Ranger Trap, Antagonize, Combat Expertise, Enforcer, Greater Dirty Trick, Improved Dirty Trick, Improved Whip Mastery, Intimidating Prowess, Learn Ranger Trap, Skill Focus (Intimidate), Whip Mastery. She must meet the prerequisites of the selected bonus feat.

Conceal Thoughts (Su): a guild agent targeted with detect thoughts or a similar effect may choose what thoughts are detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.

Exotic Performance: a guild agent with the bardic performance or versatile performance class feature increases her effective bard level by 1 for all effects related to performances, including learning new types of performances and increasing the effects of her performances.

Hidden Stash (Ex/Sp): a guild agent gains a bonus equal to her class level on Sleight of Hand checks to hide small objects on her person. In addition, once per day she can hide the magical properties of one item as magic aura.

Master Caster: a guild agent able to cast spells as a bard or inquisitor increases her caster level for that class by 1. She does not gain other benefits of that class other than spells per day, spells known, and an increased caster level. If the agent has levels in both classes, she must choose which class to apply this increase to when she takes this agency secret.

Rogue Talent: a guild agent can select one rogue talent for which she qualifies. Her Guild agent levels stack with rogue levels for any rogue talents she possesses with level-dependent effects, whether they were gained from this prestige class or another class.

Shrunken Smuggle (Sp): a guild agent can cast shrink item once per day, using her class level as her caster level. In addition, while the item is shrunken, it is also affected as nondetection. This effect ends when the item returns to its proper size.

Mask Alignment (Su)

At 2nd level, as a standard action, a guild agent can alter her alignment aura to deceive effects that detect alignment. She may choose to be detected as any specific alignment she chooses or as no alignment. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment. This effect lasts until she dismisses it or changes her alignment aura again.

At 6th level, a guild agent targeted with an effect that detects alignment or with any alignment-based effect can automatically identify the effect by making a Spellcraft check. If successful, she can assume a false alignment as an immediate action.

At 10th level, when a guild agent assumes a false alignment, she is treated as having that alignment for all effects of magic items, spells, and spell-like or supernatural effects (such as forbiddance, sympathy, or an unholy weapon), including magical traps based on alignment. While masking her alignment, she ignores these types of effects that relate to her true alignment.

Sneak Attack (Ex)

This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at every third level (3rd, 6th, and 9th). If a guild agent gains a sneak attack bonus from another source, the bonuses on damage stack.

Ambush Trap (Ex)

At 3rd level, a guild agent can specially rig a mechanical trap she has either crafted or bypassed by exceeding its Disable Device DC by 10. A trap so made can be triggered by the Guild agent as a move action as long as she is adjacent to the trap. She adds her trap sense bonus to the trap's Perception DC and on the trap's attack rolls, and adds her sneak attack damage to the trap's damage if the target is flat-footed or otherwise denied its Dexterity bonus to AC.

Crucial Taunt (Ex)

At 5th level, a guild agent can combine infuriating smugness and sneering mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuvers, gaining a bonus equal to 1/2 her class level on these checks. She may then delay the effect of the successful check for up to 1 day per class level, spending an immediate action to trigger it later. The Guild agent must be within 60 feet to use or trigger a crucial taunt. This is a language-dependent effect.

Improved Trap Sense (Ex)

At 7th level, a guild agent's trap sense bonus applies on all saving throws made to avoid trap effects.

Remote Activation (Ex)

At 8th level, a guild agent can use her ambush trap ability on a trap up to 30 feet away.