Prestige Class Spotlight 13: Aspis Agent
(art by LoranDeSore on DeviantArt)
Ah, the Aspis Consortium, an organization in the Lost Omens setting as insidious as they are greedy. With a mission statement that can be boiled down to “Make a Profit no Matter the Cost”, this organization is every bit of every bad thing about a worldview centered around money. Exploitation, theft, smuggling, slavery… If it can make them money, the Consortium will take advantage of it, all while maintaining the veil of goodwill through charitable works that are in the end infinitesimally tiny compared to the profit the organization makes exploiting the very people they’re supposedly caring for.
Remind you of anything in real life?
While the villainous and underhanded side of the Aspis Consortium can make them suitable antagonists for nearly any campaign, the most likely branch of the Consortium that members of the Pathfinder Society are likely to run into would be their agents. These explorers and plunderers seek out the same sort of ancient sites that the Society is interested in, but purely for the purpose of acquiring the relics within to either keep for personal power or sell to buyers without a thought or care about the impact they cause by doing so, be it disrupting sites held sacred by the locals or outright curses and magical traps on the relics they seek.
Which isn’t to say that the Aspis won’t have their field agents also participate in more domestic crimes as well, of course, but their training focuses on tomb robbing first and foremost.
Which is where this archetype comes into play. While primarily meant for villains, it can also be used for villainous protagonists in evil games, or even by former Aspis members who became (or are becoming), more heroic.
And outside the Lost Omens setting, this archetype could be quite useful for representing a character that is a professional temple delver, particularly one that often has to fight off other expeditions as well.
Delving into this training requires a whole suite of skills revolving around deceit and dungeon delving, as well as basic training with a whip and either keen senses honed around noticing traps or the ability to cast magic that reveals secret doors. The whip training in particular is due to the weapon being a signature combat style of the Aspis Consortium for it’s ability to cause nonlethal pain and control the battlefield.
True to their roguish talents, these agents learn the art of recognizing and avoiding traps if they don’t already have it, and improving upon their skills if they do.
Periodically as they grow in mastery, these agents pick up little tricks or improvements as they grow, drawing upon a short list.
Some stand fearlessly against larger beings and prove shockingly imposing against them, while others learn various advanced combat techniques ranging from setting up traps, using combat maneuvers, and even turning a whip into a deadly weapon. Others learn to ward their thoughts against intrusion so that foes only learn the thoughts they want them to know, while others with bardic training continue that to gain new and better performances. Some learn the art of concealing small objects and can even suppress their magic, which others still learn how to continue their bardic, inquisitor, or mesmerist training into spellcasting. Others learn techniques associated with rogues, while others learn enough magic to shrink an item down for easy carrying and concealment. Some who are also vigilantes can learn an additional technique for their social or vigilante identities.
They also learn how to conceal their aura so that magic that senses particular moralities fail to reveal anything. Later on, they can sense such attempts and even later provide a false aura in case their detection is sophisticated enough to sense all moral alignments.
Not content to merely bypass the traps they find, these tomb breakers learn how to rig both traps they’ve disabled or set up personally so that they can trigger them with a touch. After all, such ingenious mechanisms shouldn’t go to waste, whether they be used against rival delvers or particularly dull denizens. Later on, they can even trigger these traps from a distance with a deftly thrown rock or a nearly-invisible pullcord.
These agents also learn the art of striking for vulnerable points as a rogue would, or improving upon that skill.
Aspis agents know how to throw off the game of others, letting them demoralize or feint foes with clever words. Better yet, they can set such things up days in advance, calling back to a throwaway statement made days ago that sheds it in a new light and leaves a foe infuriated or reeling.
This prestige class certainly points the character in the direction of being the snarky rival archaeologist or treasure hunter, but the fact you can customize it to better suit several different base classes is a real boon. Not having true spellcasting increases is disappointing, forcing you to rely on the more roguish aspects of the class, and as such, your spellcasting choices will likely be built with that in mind, focusing more on buffs and utility than damage or debuffs. Still, this class can be a veritable bag of tricks, ranging from better casting to weaponizing and building portable traps, to performing all sorts of combat and utility tricks with a whip.
In the hands of an antagonist, this archetype can be quite effective for giving an adventure a villain or even recurring villain that isn’t inherent to the dungeon itself, which has the dual benefit of expanding the world and also give your villains and bosses somewhere to be that isn’t behind the final door. In the hands of a protagonist, however, it can a great way to have a morally dubious character in your game, or even a penitent one using their talents for good. Heck, aside from the lore there’s no reason this can’t be used with a swashbuckling hero that isn’t afraid to fight dirty to defeat evil.
Though most shabti, those beings created as surrogate souls to take the burden the souls of the wealthy after death, have a healthy respect for the dead and the world beyond due to how they are rescued form their fate by the psychopomps, not all feel this way. Some are bitter indeed for the cultures that invented the process of creating them to suffer in place of wicked rulers. Such is the case with Nayobi, who has become a professional tomb robber, not just for the riches therein, but to rob the dead she blames for her creation and suffering of their dignity.
For a month, the party has been racing against their rivals from tomb and ruin site trying to find the clues to the temple of the Horizon Eye, and they’ve both finally made it. However, the fight that erupts threatens to activate the Eye itself, a complex and powerful portal mechanism, and it’s guardian, a Lhaksharut inevitable!
The greedy often say that everyone has a price, that anyone will do anything if the reward is great enough. However, the counterargument is that there are lines that some people will not cross. Such was the case when the relic hunter Miriam Albrax learned what her employers planned to do with a dark relic she had procured, going into hiding as a hermit in one of the oldest forests in the world, watching over the relic with trap and forest ally alike.