BSAA Agent (3.5e Class)

From D&D Wiki

Jump to: navigation, search

BSAA Agent[edit]

Standing in the forefront in the fight against the Undead, the BSAA agent is a veteran of countless skirmishes against zombies, ghasts, and mutated abominations. He roams the land either as a freelance Slayer or works exclusively for the BSAA. (Note: The BSAA may be too modern for the game you're attempting to run. If this is the case, change the class name to "Abomination Slayer" or "Death Hunter")

Making a BSAA Agent[edit]

The BSAA Agent is first and foremost a survivalist. He mixes ranged and melee attacks with a specialized skill set to accomplish his goals.

Abilities: Strength, Constitution, and Dexterity are first and foremost to the BSAA Agent, but Wisdom is important for some of their healing abilities, and Intelligence for their skills.

Races: Among the common races, humans are the most likely to join this class due to their ability to quickly adapt to any situation. It is not uncommon for Elves and Gnomes to become BSAA Agents due to their natural hatred for the undead and aberrations. Undead or Aberrations almost never become BSAA Agents

Alignment: Any.

Starting Gold: 2d6 x 10 GP

SRD:Race Descriptions#Starting Age: Moderate

Table: The BSAA Agent

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Close Quarters Marksman, Critical Abomination
2nd +2 +3 +3 +0 Improved Unarmed Attack, Called Shot
3rd +3 +3 +3 +1 Green Herb
4th +4 +4 +4 +1 Crossbow Upgrade
5th +5 +4 +4 +1 Uncanny Dodge
6th +6/+1 +5 +5 +2 Evasion
7th +7/+2 +5 +5 +2 BSAA Veteran
8th +8/+3 +6 +6 +2 Crossbow Upgrade
9th +9/+4 +6 +6 +3 Red Herb
10th +10/+5 +7 +7 +3 Improved Uncanny Dodge
11th +11/+6/+1 +7 +7 +3 Improved Evasion
12th +12/+7/+2 +8 +8 +4 Crossbow Upgrade
13th +13/+8/+3 +8 +8 +4 Bane of the Abomination
14th +14/+9/+4 +9 +9 +4 Blue Herb
15th +15/+10/+5 +9 +9 +5 Survivor's Resilience
16th +16/+11/+6/+1 +10 +10 +5 Crossbow Upgrade
17th +17/+12/+7/+2 +10 +10 +5 Rapid Reload, Battle Medic
18th +18/+13/+8/+3 +11 +11 +6 Everdeath
19th +19/+14/+9/+4 +11 +11 +6 Diehard, Tactical Retreat
20th +20/+15/+10/+5 +12 +12 +6 Crossbow Upgrade, Unrelenting

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (Abominations), Listen, Open Lock, Profession (Herbalist), Search, Spot, Survival, Tumble.

Class Features[edit]

The BSAA Agent's abilities are designed to help keep his party on their feet, and to aid him in the battle against undead and aberrations.

Weapon and Armor Proficiency: BSAA Agents are proficcient with Simple Weapons, Martial Weapons, and Repeating Crossbows. BSAA Agents can wear Light Armor, but are not proficcient with any type of shield.

Close Quarter's Marksman: When Using his Repeating Crossbow, a BSAA Agent does not provoke attacks of Opportunity.

Critical Abomination: When Using his Repeating Crossbow, a BSAA Agent can perform Critical Hits on Undead and Aberrations.

Improved Unarmed Strike: At 2nd Level, the BSAA Agent gains the Improved Unarmed Attack Feat, even if he does not meet the prerequisites

Called Shot: Starting at 2nd level, When Using his Repeating Crossbow and within 5 ft of his Target, the BSAA Agent can choose to take a -2 penalty to his attack roll. If he is successful in hitting his opponent, he may immediately make an unarmed strike against the opponent at his full base attack bonus. This may only be done once per round.

Green Herb: At 3rd Level, the BSAA Agent can gather and mix a variety of herbs into healing salves. BSAA Agents automatically gain the use of an Herb Satchel. On a successful DC 15 Profession (Herbalist) Check, he may prepare a single herb. When used, this Herb heals 1d4 HP. He may use this ability (3 + Wisdom Mod) times per day. Administering an Herb is a full round action that provokes attacks of opportunity. It takes 10 Minutes to prepare an Herb if the BSAA Agent does not have his Herb Satchel. If the BSAA Agent loses his Herb Satchel, he may purchase another one (And buy the Herbs he needs) for 50 GP. If the herbs are not used within 24 hours, they lose their healing properties. It is suggested that a BSAA Agent prepares his Herbs at the beginning of the day, much like a spellcaster prepares his spells.

Crossbow Upgrade: At 4th Level and Every 4 Levels after that, the BSAA Agent may upgrade his Repeating Crossbow. He may choose to Upgrade the Following. (Each may be selected only once, unless otherwise noted)

Upgrade List
Upgrade Effect
Damage Increase the Damage Die of the Repeating Crossbow by 1 size category
Piercing When the Auto-Crossbow hits an opponent, it pierces through, striking a creature on the other side (As long as it doesn't exceed the range increment, as well as the second target being in a straight line from the BSAA Agent and the first target)
Critical Improve the Critical Threat Range by 1.
Power Increase Attack and Damage Rolls by 1 (This counts as an enhancement bonus)*
Clip Increase Clip Size by 5 *
Range Increase Range Increments by 10' *
  • May be selected more than once

Uncanny Dodge: At 5th Level, the BSAA Agent gains the Uncanny Dodge Ability. This Represents his ability to handle a horde of undead without losing his concentration. This improves to Improved Uncanny Dodge at 10th Level

Evasion: At 6th Level the BSAA Agent gains the Evasion Ability. This improves to Improved Evasion at 11th Level

BSAA Veteran: At 7th Level the BSAA Agent Gains the Favored Enemy Bonus of the Ranger vs. Undead and Abominations. This is treated as the normal +2 Favored Enemy Bonus

Red Herb: At 9th Level the BSAA Agent's Green Herb Ability improves to Red Herb, allowing him to heal 2d4 points of damage with each application. He must, however, now make a DC 20 Profession (Herbalist) Check.

Bane of the Abomination: At 13th Level the BSAA Agent's Favored Enemy Bonus increases to +4 vs. Undead and Aberrations.

Blue Herb: At 14th Level the BSAA Agent's Red Herb ability becomes Blue Herb, and he can now heal Poisons with his Herbs.

Survivor's Resilience: At 15th Level the BSAA Agent's gradual building immunities now render him unaffected by Magical And Non-Magical Disease.

Rapid Reload: At 17th Level the BSAA Agent gains the Rapid Reload Feat, even if he doesn't meet the Pre-Requisites. If he already has this feat, he may select another feat he qualifies for.

Battle Medic: At 17th Level the BSAA Agent's Herb abilities no longer provoke attacks of Opportunity.

Everdeath: At 18th Level, any Aberration or Undead the BSAA Agent kills can never be raised through magical means except through a Wish Spell.

Diehard: At 19th Level the BSAA Agent gains the Diehard Feat, even if he doesn't meet the prerequisites. If he already has this feat, he may choose another feat that he qualifies for.

Tactical Retreat: When using the Full Withdraw action, the BSAA Agent moves at his full movement speed, even if he is hampered by an effect that would lower his movement speed. If he is paralyzed or otherwise helpless, this ability does not function.

Unrelenting: At 20th Level, when the BSAA Agent fights a creature with at least 4 more HD than he has, he cannot be killed unless he is reduced to -20 HP, in addition, all attacks he makes vs. a creature that has 4 more HD than him gain a +2 untyped bonus to attack rolls.

Campaign Information[edit]

Playing a BSAA Agent[edit]

Religion: BSAA Agents are unfettered by the whims and wills of the Gods. Although most Agents who do worship a Deity pay homage to Pelor or other Deities who hate Undead or Aberrations

Other Classes: The BSAA Agent finds he has most in common with the Ranger, and gets along well with Good Clerics and Paladins even though he usually doesn't agree with their Religious Tenets. He commonly mistrusts Arcane Spellcasters, Evil Clerics, or Neutral Clerics who rebuke rather than turn undead due to their tendency to create abominations for their own ends.

Combat: The BSAA Agent is a Ranged Attacker who functions well in melee, and his rather good hit dice serves him well in almost any situation.

Advancement: Some BSAA Agents take levels in Rogue or the Hunter of the Dead Prestige class, due to the fact that their skill sets are similar.

BSAA Agents in the World[edit]

I've got a job to do, and I'm going to see it through
—Chris Redfield, Human BSAA Agent

Although normally at home in a D20 Modern Setting, the BSAA Agent is easily adapted to Traditional DnD by giving him prowess with the Repeating Crossbow rather than firearms (as shown above).

Daily Life: A BSAA Agent is normally assigned to missions for the BSAA, in their Offtime, they may do freelance work eliminating undead or aberrational threats.

Notables: Chris Redfield, Sheva Alomar, Jill Valentine

Organizations: BSAA Agents normally congregate at the BSAA Headquarters in each major city, whether it be New York, Zimbabwe, or Cormyr.

NPC Reactions: Most Good Aligned characters show BSAA agents a measure of respect due to their tireless efforts to rid the world of Undead or Aberrational Threats.

BSAA Agent Lore[edit]

Characters with ranks in Knowledge (Local) or Knowledge (History) can research BSAA Agents to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local/History)
DC Result
5 BSAA Stands for Bioterrorism Security Assessment Alliance
10 BSAA Agents typically fight Undead, but are skilled at destroying Aberrations as well.
15 BSAA Agents are trained Herbalists, Archers, and Martial Artists.
20 BSAA Agents rarely work in groups of more than two or three, due to the small number of agents available in any given city.

BSAA Agents in the Game[edit]

BSAA Agents fit well into any campaign that deals primarily with the Undead or Aberrations.

Adaptation: If the BSAA sounds too modern, try changing the name to something more suitable to your campaign style, such as "Survivors" or "Death Hunters"

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!