Epic Prestige Class : Agent Retriever

Finding items, especially long-lost ones, is an agent retriever's specialty. A member of this class has a knack for hunting down unique and valuable items, unrelentingly following every clue, every whispered rumor, and every trail, no matter how cold, until the object (or person) is in hand. He is the ultimate bounty hunter, able to move among the planes in his quest.

Although a focused set of skills paves the way to becoming an agent retriever, several classes exhibit the talents needed to excel at this endeavor. Rangers, bards, and rogues most commonly take this epic prestige class, but spellcasters, especially those with scrying capabilities, also make good agent retrievers. Other classes rarely become agent retrievers.

While many agent retrievers function independently, working for hire on a freelance basis, most work with the Gleaners, an organization that trains them in their unique abilities.


To qualify to become an Agent Retriever, a character must fulfill all the following criteria:

Class Skills

The agent retriever's class skills are Appraise, Decipher Script, Diplomacy, Forgery, Gather Information, Knowledge (arcane), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (the planes), Listen, Search, and Spot.

Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: An agent retriever gains no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: At each agent retriever level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He does not, however, gain any other benefit of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming an agent retriever, the player must decide to which class to add the new level for the purpose of determining spells per day.

Uncanny Location (Sp): When an agent retriever spends one day attuning himself to a person or object he is seeking (speaking with others who knew the person or object, examining items that belonged to that person or written descriptions of the object, researching histories, or the like), he automatically determines that person's or item's location as the discern location spell. Once he has established a sense of the location, the agent retriever can maintain this uncanny link even if the target moves, but only so long as he hunts down this person or item to the exclusion of all other pursuits. If he ever turns aside to undertake a second pursuit, the uncanny location ends, and the agent retriever must spend another day to re-attune himself to the target.

Tracking Bonus (Ex): The agent retriever develops a keen sense of the path his quarry is likely to take and a better understanding of how that quarry will attempt to shake pursuit. This keen sense gives the agent retriever a +10 insight bonus on Survival checks to track the quarry. This bonus increases by +10 every five levels thereafter (+20 at 6th level, +30 at 11th level, +40 at 16th level, and so on).

Plane Shift (Sp): The agent retriever can use plane shift as a 14th level caster once per day starting at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th, and so on).

Force Sphere (Sp): Without the ability to capture a target, finding it does no good. Gleaner training allows the agent retriever to call forth a force sphere. The agent retriever can attempt to enclose any creature or object he can see within 30 feet. The target is allowed a Reflex saving throw (DC 20 +1/2 the class level of the agent retriever + the agent retriever's Dexterity modifier). Those who fail are then encapsulated in a sphere of force with a radius of up to 50 feet (the sphere is only as large as it needs to be, up to its maximum radius). Those trapped inside cannot escape except with methods that can bypass or destroy a wall of force. The sphere persists as long as the agent retriever desires, up to a maximum of seven days. A captured target does not count toward the capacity of the agent retriever's plane shift ability, and the agent retriever can plane shift with the target despite the presence of the force sphere.

The agent retriever can use this power once per day at 3rd level, plus one additional time per day every five levels thereafter (8th, 13th, and so on).

Ethereal Jaunt (Sp): The agent retriever can use ethereal jaunt as a 14th level caster once per day at 4th level, plus one additional time per day every five levels thereafter (9th, 14th, 19th, and so on).

Bonus Feats: The agent retriever gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th, and so on). These bonus feats must be selected from the following list: Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Permanent Emanation, Spontaneous Spell, Storm of Arrows, and Uncanny Accuracy.

Agent RetrieverHit Die: d6
CLSpecialSpells per Day
1stUncanny location, tracking bonus +10+1 level of existing class
2ndPlane shift 1/day+1 level of existing class
3rdForce sphere 1/day+1 level of existing class
4thEthereal jaunt 1/day+1 level of existing class
5thBonus feat+1 level of existing class
6thTracking bonus +20+1 level of existing class
7thPlane shift 2/day+1 level of existing class
8thForce sphere 2/day+1 level of existing class
9thEthereal jaunt 2/day+1 level of existing class
10thBonus feat+1 level of existing class

Source: Epic Level Handbook

Older Prestige class adapted to 3.5

Epic Prestige Classes