Isb Special Agent Prestige Class


This prestige class is associated with the Galactic Empire faction.

Though most agents of the Imperial Security Bureau (ISB) are at best nominally trained, some rise to the top through courage, cunning, and command ability to become ISB special agents. Special agents in the ISB are usually attached to the ISB's Investigations branch, and they are afforded a great deal more autonomy than normal agents. ISB special agents track down Rebels and other troublesome dissidents anywhere and everywhere in the galaxy, and when they call for backup, it arrives soon$-$and in force.

ISB special agents operate only occasionally in secret, preferring to use the reputation of the ISB to frighten and intimidate potential Rebel sympathizers into cooperating with the Empire. but when threats fail, ISB special agents can all upon the Imperial military through direct channels, focusing the strength of the Empire in the way it is needed the most: stamping out Rebels and those who would aid them.


To qualify to become an ISB special agent, a character must fulfill the following criteria.
Species: Human.
Base Attack Bonus: +4
Skills: Gather Information 6 ranks
Knowledge (politics) 4 ranks
Sense Motive 4 ranks
Feats: Headstrong
Reputation Bonus: +2
Imperial Sympathy: +4
Special: Only characters who have joined the Empire can become Corporate Troubleshooters.

Game Rule Information

Vitality: An ISB special agent gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills

The Corporate Troubleshooter’s Class skills, and the key abilities for each skill, are as follows.
Bluff (Cha)
Computer Use (Int)
Craft* (Int)
Disguise (Int)
Gather Information (Cha)
Intimidate (Cha)
Knowledge* (Int)
Listen (Wis)
Move Silently (Dex)
Profession* (Wis)
Search (Int)
Sense Motive (Wis)
Spot (Wis)
Survival (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier.

Class Features

Starting Feats

The Corporate Troubleshooter gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Simple Weapons)

Bonus Feat

At the 3rd level, the ISB special agent gets a bonus feat. This feat must be drawn from the following list, and the ISB special agent must meet any prerequisites.
Frightful Presence
Political Pull


An ISB special agent can call upon the Imperial military to provide backup, in the form of Imperial stormtroopers. The ISB special agent can call for backup once per week.

To call stormtroopers, the ISB special agent must have contact with an Imperial facility at which such troops are stationed. The stormtroopers arrive in the fastest reasonable travel time to the ISB special agent's location. The stormtroopers remain with the ISB special agent, following all orders to the best of their ability, until dismissed or to a maximum of one day per ISB special agent level.

The number of stormtroopers that arrive is equal to twice the ISB special agent's class level. The stormtroopers are low-level stormtroopers.

Personal Transport

At the 5th level, the ISB special agent is provided with a starship for his personal use. This ship is always a space transport, and is most commonly a stock Corellian Engineering Corporation YZ-775 (though the GM can assign the character with any space transport, at her discretion).

The ship belongs to the ISB special agent and is his to do with as he pleases. If it is ever destroyed, lost, sold, or otherwise disposed of, the ISB special agent may attempt to replace it. Doing so requires a Diplomacy check (DC 25; if failed it may be retried in one week), costs 1 point of Imperial Sympathy, and takes 2d8 days.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +1 +1 Starting Feats, Backup +1 +1
2 +1 +2 +2 +2 +2 +2
3 +2 +2 +2 +2 Bonus Feat +2 +2
4 +2 +2 +2 +2 +2 +3
5 +3 +3 +3 +3 Personal Transport +3 +4
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