- Class Features
- Operative’s Edge (Ex) 1st Level
- Specialization 1st Level
- Trick Attack (Ex) 1st Level
- Evasion (Ex) 2nd Level
- Operative Exploit 2nd Level
- Quick Movement (Ex) 3rd Level
- Weapon Specialization (Ex) 3rd Level
- Debilitating Trick (Ex) 4th Level
- Specialization Exploit 5th Level
- Uncanny Agility (Ex) 7th Level
- Specialization Skill Mastery 7th Level
- Triple Attack (Ex) 8th Level
- Specialization Power 11th Level
- Quad Attack (Ex) 13th Level
- Double Debilitation (Ex) 17th Level
- Supreme Operative (Ex) 20th Level
- Operative Specializations
- Operative Exploits
- Alien Archive (Ex)
- Combat Trick (Ex)
- Death Strike (Ex)
- Feign Death (Ex)
- Field Treatment (Ex)
- Holographic Clone (Ex)
- Inoculation (Ex)
- Jack of All Trades (Ex)
- Kick It Up (Ex)
- Nightvision (Ex)
- Quick Disguise (Ex)
- Shuriken Assassin (Ex)
- Uncanny Mobility (Ex)
- Uncanny Pilot (Ex)
- Without a Trace (Ex)
- Bleeding Shot (Ex)
- Certainty (Ex)
- Debilitating Sniper (Ex)
- Disrupting Shot (Ex)
- Enhanced Senses (Ex)
- Hampering Shot (Ex)
- Improved Quick Movement (Ex)
- Interfering Shot (Ex)
- Mentalist’s Bane (Ex)
- Soft Movement (Ex)
- Speed Hacker (Ex)
- Staggering Shot (Ex)
- Stalwart (Ex)
- Sure-Footed (Ex)
- Uncanny Shooter (Ex)
- Cloaking Field (Ex)
- Deactivating Shot (Su)
- Elusive Hacker (Ex)
- Ever Vigilant (Ex)
- Glimpse the Truth (Ex)
- Holographic Distraction (Ex)
- Improved Evasion (Ex)
- Improved Uncanny Mobility (Ex)
- Intelligence Network (Ex)
- Master of Disguise (Ex)
- Psychokinetic Skills (Sp)
- Spider Climber (Su)
- Stunning Shot (Ex)
- Versatile Movement (Ex)
- Audacity (Ex)
- Dual Specialization (Ex)
- Efficient Cloaking Field (Ex)
- Knockout Shot (Ex)
- Multiattack Mastery (Ex)
- Shadow Slide (Sp)
- Uncanny Senses (Ex)
- Alternate Class Features
- Marked for Death (Ex) 1st Level
- Stunt and Strike (Ex) 1st Level
- Quick Cover (Ex) 3rd Level
- Quick Trick (Ex) 3rd Level
- Quick Zero-G Adaptation (Ex) 3rd Level
- Operative’s Arsenal (Ex) 8th Level
- Operative Class Builds
You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.
Hit Points: 6
Stamina Points: 6 + Constitution modifier
Key Ability Score: Your Dexterity helps you to infiltrate, get into position, escape danger, and make decisive shots with your weapon, so Dexterity is your key ability score. High Intelligence boosts your skills, and Charisma aids in your interactions with other characters.
Class Skills: Acrobatics (Dex), Athletics ( Str), Bluff (Cha), Computers ( Int), Culture (Int), Disguise ( Cha), Engineering (Int), Intimidate ( Cha), Medicine (Int), Perception ( Wis), Piloting (Dex), Profession ( Cha, Int, or Wis), Sense Motive ( Wis), Sleight of Hand (Dex), Stealth ( Dex), Survival (Wis)
Skill Ranks per Level: 8 + Intelligence modifier
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms, sniper weapons
Operative’s Edge (Ex) 1st Level
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Specialization 1st Level
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Trick Attack (Ex) 1st Level
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Evasion (Ex) 2nd Level
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Operative Exploit 2nd Level
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. You cannot learn the same exploit more than once unless it specially says otherwise.
Quick Movement (Ex) 3rd Level
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.
Weapon Specialization (Ex) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Debilitating Trick (Ex) 4th Level
When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Specialization Exploit 5th Level
You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites.
Uncanny Agility (Ex) 7th Level
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.
Specialization Skill Mastery 7th Level
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.
Triple Attack (Ex) 8th Level
When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.
Specialization Power 11th Level
You gain a special power depending on the specialization you chose at 1st level.
Quad Attack (Ex) 13th Level
When making a full attack using only melee weapons with the operative special property or small arms, you can make up to four attacks instead of two.
Double Debilitation (Ex) 17th Level
When you hit an enemy with a trick attack, you can apply two of the effects from your debilitating trick.
Supreme Operative (Ex) 20th Level
Whenever you attempt a skill check with your specialization’s associated skills, you can roll twice and take the higher result. Once per day as a move action, you can temporarily trade out one of your operative exploits for another operative exploit requiring the same level or lower. This trade lasts 24 hours. If the exploit you trade away is a prerequisite for any of your other abilities, you lose all abilities that require it as a prerequisite for the duration.
The following are some common operative specializations.
You specialize in missions requiring courage and athleticism.
Specialization Exploit: Versatile movement.
Terrain Attack (Ex): At 11th level, when you and a foe are both balancing, climbing, flying, or swimming, you automatically succeed at any Bluff check required to make a trick attack against that foe.
Your ability to read people and make deductions helps you ferret out the truth in any situation.
Specialization Exploit: Glimpse the truth.
Detective’s Insight (Ex): At 11th level, your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 1 Resolve Point and take 10 minutes pondering a mystery or quandary to gain an enigmatic insight as if you had cast divination (though the result is often presented as a cryptic clue).
You’re an expert in scouting out dangerous locations using your knowledge and survival skills.
Specialization Exploit: Ever vigilant.
Into the Unknown (Ex): At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Core Worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM’s discretion, in games centered around a different star system than the Core Worlds, replace the Core Worlds with that star system.
You can move from place to place without being noticed.
Specialization Exploit: Cloaking field.
Phase Shift Escape (Ex): At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.
Whether it’s a computer system or a mechanical device, you can hack it.
Associated Skills: Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers).
Specialization Exploit: Elusive hacker.
Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.
Specialization Exploit: Master of disguise.
Fool Detection (Ex): At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success.
You specialize in acquisition, from quick swipes to complex heists.
Specialization Exploit: Holographic distraction.
Contingency Plan (Ex): At 11th level, you’ve performed enough heists to realize that things never go exactly as you had planned. When something unexpected happens during a heist or infiltration, you can spend 2 Resolve Points and specify a contingency plan that you had set up in advance for this eventuality, either having the right prop (such as an ID or a computer file, but not a particularly valuable item), having the right information, or having hired a confederate to perform a single task at the right time. You then attempt a skill check. The appropriate skill and the DC are at the GM’s discretion, with a higher DC for a more elaborate or unlikely contingency (see Skill DCs for more information on setting skill DCs). If you succeed, you have the item or knowledge, or the confederate performs the task as specified. If you fail, either you don’t have what you need or your plan fails.
You learn your first operative exploit at 2nd level, and an additional exploit every 2 levels thereafter. Operative exploits require you to have a minimum operative level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other exploits.
You must be at least 2nd level to choose these exploits.
Alien Archive (Ex)
Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.
Combat Trick (Ex)
You gain a bonus combat feat. You must meet all of that feat’s prerequisites.
Death Strike (Ex)
As part of any attack you make, you can add the operative weapon special feature to your unarmed attacks. When you do this, it loses the archaic weapon special feature.
When you do this, if you would normally add 1-1/2 times your character level to damage as a special form of specialization (such as from a racial trait such as a vesk’s natural weapons), you instead add only your character level to damage. This is true regardless of how many abilities or effects you have modifying your specialization that apply to your unarmed attacks.
Feign Death (Ex)
The DC for this check is equal to 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. Any opponent that you succeed against believes that you are dead and acts accordingly unless it inspects your body as a standard action and succeeds at a Medicine, Perception, or Sense Motive check at the same DC to uncover your deception. Maintaining this ruse is a full action each turn.
Field Treatment (Ex)
You can take 1 minute to tend your wounds and spend 1 Resolve Point to recover a number of Hit Points equal to three times your operative level.
Holographic Clone (Ex)
You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.
You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.
Jack of All Trades (Ex)
You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks.
Kick It Up (Ex)
As a move action, or at the beginning of any action you take that allows you to move (even if you do not choose to use that action to move), you may attempt to kick an unattended, unsecured object of no more than 2 bulk that is on the ground in your square or an adjacent square up into your hands. You must attempt a DC 15 Acrobatics check, and on a success you are holding the object in one or more of your free hands. If you hold it with enough hands to allow you to wield it, you can choose to be wielding it.
Quick Disguise (Ex)
Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.
Shuriken Assassin (Ex)
You gain the Special Weapon Proficiency feat with carbonedge shuriken (and no other model of shuriken) as a bonus feat. Additionally, you can add your Dexterity modifier rather than your Strength modifier to ranged attack rolls with carbonedge shuriken, and you make melee attack rolls with carbonedge shuriken as if they were basic melee operative weapons. You can use the trick attack class feature with a carbonedge shuriken. At 3rd level, you gain the Weapon Specialization feat with carbonedge shuriken (and no other model of shuriken) as a bonus feat. At 12th level, you deal an additional 1d4 damage with carbonedge shuriken and treat them as having the injection weapon special property. At 17th level, the additional damage dealt with carbonedge shuriken increases from 1d4 to 2d4.
Uncanny Mobility (Ex)
When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
Uncanny Pilot (Ex)
When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.
Without a Trace (Ex)
When you attempt a skill check opposed by a foe’s Perception check, you gain a +2 enhancement bonus to your skill check’s result. In addition, the DC to follow your tracks with the Survival skill increases by 4.
You must be at least 6th level to choose these exploits.
Bleeding Shot (Ex)
For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.
You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks.
Debilitating Sniper (Ex)
You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat-footed, and you can use debilitating Tricks.
Disrupting Shot (Ex)
For your debilitating trick, you can attempt to hinder your opponent’s ability to cast spells and spell-like abilities. The target must succeed at a Will save or be unable to cast spells or spell-like abilities for 1 round. Once you’ve used this ability to attempt to hinder an opponent’s spellcasting, that creature is immune to your disrupting shot for 24 hours. You must have the deactivating shot and staggering shot exploits to choose this exploit.
Enhanced Senses (Ex)
You can sense your surroundings without needing to see them.
Hampering Shot (Ex)
For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.
Improved Quick Movement (Ex)
You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit.
Interfering Shot (Ex)
For your debilitating trick, you can prevent your target from using reactions until the end of your next turn.
Mentalist’s Bane (Ex)
If you fail your Will saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the same DC. You get only one extra chance to save per effect.
If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect’s originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a Bluff check to pretend you are under that effect. If the mental effect would provide a link between you and the originator (like the dominate person spell), you can choose to allow the link without the control.
Soft Movement (Ex)
As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location.
Speed Hacker (Ex)
You can disable mechanical devices with Engineering and computer systems with Computers in half the usual time. In the rare cases when disabling a system or device would normally be a full action, you can do it as a standard action, and if it would normally be a standard action, you can do it as a move action.
Staggering Shot (Ex)
For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Fortitude save or be staggered until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours.
If you succeed at a Fortitude save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.
Uncanny Shooter (Ex)
Your ranged attacks with small arms do not provoke attacks of opportunity.
You must be at least 10th level to choose these exploits.
Cloaking Field (Ex)
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.
Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.
Deactivating Shot (Su)
For your debilitating trick, you can attempt to temporarily suppress one magic item or deactivate one weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your operative level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device (or suppress the item’s magical properties) until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineeringcheck (for technological devices) or a Mysticism check (for magic items) against your operative exploit DC to try to reactivate the device.
You can instead use this debilitating trick to temporarily deactivate a construct that has either the magical subtype (such as a golem) or the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitudesave to negate the debilitating effect. If it fails, it’s Stunned”>stunned until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating shot for 24 hours.
Elusive Hacker (Ex)
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.
Ever Vigilant (Ex)
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.
Glimpse the Truth (Ex)
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.
Holographic Distraction (Ex)
As a standard action, you can spend 1 Resolve Point to create a single holographic duplicate or psychic projection of yourself that moves away from you for 1 round per operative level. The double climbs walls, jumps across pits, or simply passes through obstacles, moving at twice your speed in one direction indicated by you when the ability is activated. Its course cannot be changed. Those who interact with the double can attempt a Will save to recognize that it is not real. You must have the holographic clone exploit to learn this exploit.
Improved Evasion (Ex)
When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to learn this exploit.
Improved Uncanny Mobility (Ex)
When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit.
Intelligence Network (Ex)
You have access to a secret intelligence network that gets you snippets of information and rumors you can sometimes use to reveal secrets or weaknesses of your rivals. This may be a collection of operatives and spies you have infiltrated, a connection to a formal information broker you trade tidbits of knowledge with, or an assemblage of allies and informants you’ve carefully curated over your travels.
You can make an inquiry to your intelligence network as long as you have access to an infosphere or communication device with at least system-wide range. This gives you the same information you would gain from casting the vision spell, except you make a special class level check (1d20 + your operative level) in place of a caster level check, it does not require a Resolve Point, and it takes 1d4 weeks for your network to get an answer to you. Your network can work on only one question at a time, and if you make a new request before a previous one is fulfilled, all time spend on the original question is lost, and you take a –1 penalty to your new class level check due to confusion and lack of focus among your network.
Master of Disguise (Ex)
You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit.
Psychokinetic Skills (Sp)
You can use psychokinetic hand as a spell-like ability at will. You can affect objects weighing up to 10 pounds per operative level you have, or 1 bulk per operative level you have. Additionally, you can use this spell-like ability with the Sleight of Hand skill and to perform the disable device task of the Engineering and Mysticism skills.
Spider Climber (Su)
You can traverse surfaces—even perfectly smooth or vertical ones—with as little effort as a spider. You gain spider climb as a constant spell-like ability. If your spider climb spell is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it. You must have a climb speed to choose this exploit.
Stunning Shot (Ex)
For your debilitating trick, you can try to stun your target. The target must succeed at a Fortitude save or be Stunned”>stunned until the start of your next turn. Once you’ve used this ability to try to stun a creature, it’s immune to your stunning shot for 24 hours. You must have the staggering shot exploit to learn this exploit.
Versatile Movement (Ex)
You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.
You must be at least 14th level to choose these exploits.
You can take an unexpected or socially unacceptable action with such total confidence and lack of doubt that the target can’t immediately react to it. You can make an Intimidate check to demoralize a foe, but rather than cause them to be shaken on a successful check, you cause them to be dazed for 1 round, and staggered for 1 additional round for every 5 by which your result exceeds the DC. Once you have used this ability against a specific target, you cannot target them with it again for 24 hours.
Dual Specialization (Ex)
Select an operative specialization other than your own. Once this choice has been made, it cannot be changed. You gain the 11th level ability granted by the specialization. You are not considered to have the second specialization you selected for purpose of any prerequisite.
You must have Skill Focus in the associated skills of the selected specialization, and must have taken its specialization exploit as one of your normal operative exploits.
Efficient Cloaking Field (Ex)
Your cloaking field lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds of cloaking per minute while inactive. You can spend 1 Resolve Point as a move action to recharge 20 rounds immediately, and you can do this even while the cloaking field is active. You must have the cloaking field exploit to learn this exploit.
Knockout Shot (Ex)
For your debilitating trick, you can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall unconscious for 1 minute. Once you’ve used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours. You must have the staggering shot and stunning shot exploits to learn this exploit.
Multiattack Mastery (Ex)
When you use triple attack or quad attack to attack the same target with all of your attacks, after your full attack is complete, if at least two of your attacks hit, you can apply a debilitating trick to the target.
Shadow Slide (Sp)
Your mastery of stealth and understanding of the shadows of the Material Plane is so great, you can actually physically walk into the edges of the Plane of Shadow. You must expend 1 Resolve Point to use this ability. It functions as shadow walk, except you can only use it on yourself and items or creatures you can carry, the duration is no more than 1 hour, and you must emerge from the Plane of Shadow back into the plane from which you departed.
Uncanny Senses (Ex)
Your enhanced senses grow even more discerning. Your blindsense becomes blindsight with a range of 60 feet. If you have darkvision, its range increases by 30 feet. You must have the enhanced senses exploit to learn this exploit.
Alternate Class Features
Operatives have access to the following alternate class features.
Marked for Death (Ex) 1st Level
You’ve been trained with a particular set of abilities to excel at taking down enemies. Your specialization doesn’t grant you Skill Focus or free skill ranks with its associated skills.
Instead, you can mark for death one opponent within 100 feet that you’re aware of as a move action. As long as that target is in sight, you gain a +1 enhancement bonus to attack rolls and the save DC of your operative class features and weapon critical effects against that foe. Marking a target for death focuses all of your attention on that foe, causing you to take a -2 penalty to AC and Reflex saves against attacks and effects that do not originate from the marked foe. You can end this effect as a swift action or a reaction, and designating another target causes you to immediately lose this bonus against the previous target.
At 7th level, whenever you hit a flat-footed foe that you’ve marked for death with a trick attack, you can spend 1 Resolve Point to force the target to attempt a Fortitude save (DC = 10 + half your operative level + your Dexterity modifier). If the target fails this save, any condition you imposed on the target with debilitating trick has a duration of 1 round per operative level you have. If your target succeeds, you still apply all the normal effects of your trick attack.
This ability alters specialization and replaces specialization skill mastery.
Stunt and Strike (Ex) 1st Level
You can perform skillful stunts while going on the offensive.
As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you’re wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have Skill Focus with (DC = 20 + your target’s CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. At 7th level, you can perform two stunts you know. If the stunts use different skills, you must attempt both skill checks, and if either fails, your target is not flat-footed.
At 1st level, choose one stunt associated with a skill with which you have Skill Focus. At 3rd level and every 4 levels thereafter, you choose another stunt that uses any skill that you have Skill Focus with. If a stunt allows a saving throw, its DC is equal to 10 + half your operative level + your Dexterity modifier. Each of the skills listed below has several stunts associated with it.
This replaces trick attack and debilitating strike.
- Nimble Stunt: You ignore nonmagical difficult terrain during your stunt and strike. At 6th level, you can spend 1 Resolve Point when you use stunt and strike to also ignore magical difficult terrain.
- Operative’s Kip-Up: If you use stunt and strike while prone, you can stand up from prone without using an action and are immune to the off-kilter condition until the start of your next turn. If you have Kip-Up, the moxie racial trait, or a similar ability, you are also immune to the prone condition until the start of your next turn.
- Knock Down: If your stunt and strike skill check and attack roll both succeed, the target must succeed at a Reflex save or be knocked prone.
- Mighty Leap: When you use stunt and strike, you gain a fly speed equal to 30 feet or your base speed (whichever is less) with average maneuverability. If you aren’t on solid ground at the end of your turn, you fall.
- Pummel Through: If your stunt and strike skill check and attack roll both succeed, instead of causing the target to become flatfooted, you can push the target 5 feet away from you, as if you had succeeded at a bull rush combat maneuver attempt.
- Wall Dasher: You can walk on walls and ceilings during your stunt and strike, functioning as spider climb except your climb speed is equal to your base speed and you don’t need to have any hands free. If you aren’t on solid ground at the end of your turn, you fall.
- Clever Retreat: You can use stunt and strike to withdraw rather than press the offensive. You can move up to twice your speed, and your actions don’t trigger reactions until the start of your next turn. When using stunt and strike in this way, you can’t attack as part of the action, nor can you cause foes to become flat-footed.
- Feinting Stunt: If your stunt and strike skill check and attack roll both succeed, your target is flat-footed against all attacks until the start of your next turn.
- Set-Up: If your stunt and strike skill check and attack roll both succeed, your target also takes a -2 penalty to saving throws until the end of your next turn.
- Blindsense: Whenever you attempt a Computers check as part of your stunt and strike and succeed, instead of causing the target to become flat-footed, you gain blindsense (computers) 30 feet until the start of your next turn. This allows you to detect any creature carrying items that can be used with the Computers skill or can be connected to an infosphere (including personal comm units).
- Dirty Trick: Whenever you attempt a Computers check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the flat-footed condition: blinded, deafened, entangled, off-target, shaken, or sickened (your choice).
- Analyze: Whenever you attempt a Culture check as part of your stunt and strike and succeed, you can learn one of the following pieces of information about the target, plus one additional piece of information for every 5 by which your check’s result exceeds the DC: archetypes*, class*, class features*, first language, place of origin, spells known*, or training in a Profession skill. For items marked with an asterisk (*), if the target has more than one of these features, each one you discover counts as one piece of information.
- Distracting Blather: If your stunt and strike skill check and attack roll both succeed, your foe is off-target until the start of your next turn. This is a language-dependent effect.
- Wordless Pidgin: You can wordlessly relay information to any allies within 30 feet who can see you. This works like the limited telepathy ability (as the lashunta racial trait), except it is an extraordinary ability. Onlookers can decipher your wordless communication with a successful Sense Motive check (DC = 15 + 1-1/2 × your operative level).
- Robotic Beatdown: Any attacks you make against constructs or objects during your stunt and strike bypass an amount of hardness or DR the construct has equal to half your operative class level (minimum 1, to a minimum DR or hardness of 0).
- Selective Explosions: If your stunt and strike skill check and attack roll both succeed and your attack is made with a weapon that targets an area (such as a weapon with the automatic, blast, explode, flexible line, or line properties), you can select a number of squares up to your Dexterity modifier and remove them from the affected area.
Sleight of Hand Stunts
- Ammo Drop: If your stunt and strike skill check and attack roll both succeed, instead of causing a target to gain the flatfooted condition, you can reload one weapon you’re carrying without requiring an action.
- Swift Toss: During a stunt and strike, drawing a weapon with the thrown property requires no action, and ranged attacks you make with thrown weapons don’t provoke attacks of opportunity.
- Swipe: If your stunt and strike is made with a melee weapon and the skill check and attack roll succeed, you take one easily accessed item from the target’s body, instead of causing them to be flat-footed, and are then holding it. This includes anything the target is not wielding which they could draw as a move action or less. You must have a hand free to use this stunt.
- Hidden Strike: If your stunt and strike skill check succeeds, your movement doesn’t provoke attacks of opportunity from your target.
- Sniper’s Stunt: If you were hidden at the start of your turn and have cover or Concealment”>concealment at the end of your turn, you can attempt a Stealth check to hide as if you were using the sniping task of the Stealth skill.
Quick Cover (Ex) 3rd Level
You can crouch, minimize your profile, and otherwise maximize the cover you gain in an environment without taking the time to go fully prone or move to hide behind larger objects. By flipping a table to be on its edge, knocking over piles of boxes, spinning to keep your profile behind a light pole, or other actions, you gain cover from objects normally too small to provide cover.
Objects that would normally offer no cover instead grant you partial cover, and objects that would normally offer partial cover instead grant you normal cover. This benefit lasts only until you leave your square or the beginning of your next turn, whichever happens first, and to gain the benefit again you must leave your current square.
All other rules for determining if an object grants cover against a specific attack still apply. This ability cannot be used to gain improved cover or total cover.
This replaces quick movement.
Quick Trick (Ex) 3rd Level
You can make a trick attack as a standard action. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with.
This replaces quick movement.
Quick Zero-G Adaptation (Ex) 3rd Level
You can quickly and easily adapt to the difficulties of operating in zero-g. You reduce the DC for any check required to move in zero-g by 5. In addition, when you use a move action to push off an object in zero-g, you move at your full land speed instead of at half.
This replaces quick movement.
Operative’s Arsenal (Ex) 8th Level
At 8th level, choose one of the following weapon types: advanced melee weapons, longarms, heavy weapons, or any one special weapon of your choice. You gain proficiency with the chosen weapon type (or weapon, if you chose a special weapon). In addition, you can use trick attack with weapons of the chosen type. You do not add trick attack damage to such attacks, but the target is still flat-footed and you can use debilitating trick. At 13th level, you can choose a second type of weapon from the list.
This replaces triple attack and quad attack.
Operative Class Builds
As a master of code, no firewall or countermeasures can stop you from getting the information you seek.
- Holographic clone (2nd)
- Deactivating shot (10th)
- Certainty (6th)
- Holographic distraction (10th)
- Speed hacker (6th)
Theme: Bounty Hunter
You work for a government agency, sometimes uncovering clues to solve crimes and sometimes tracking down the government’s enemies.
- Operative Exploits
- Quick disguise (2nd)
- Mentalist’s bane (6th)
- Certainty (6th)
- Master of disguise (10th)
There is no greater thrill for you than stealing a valuable item and escaping before its owner even knows it’s gone.
- Holographic clone (2nd)
- Deactivating shot (10th)
- Cloaking field (10th)
- Efficient cloaking field (14th)
Whether for intellectual curiosity or profit, you seek out new vistas to explore and ancient mysteries to unravel.
- Alien archive (2nd)
- Inoculation (2nd)
- Debilitating sniper (6th)
- Stalwart (6th)
- Glimpse the truth (10th)
- Versatile movement (10th)