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Character classes are divided into two main types, Pure classes that focus only on one thing, Mixed classes that do two different things.
Pure classes
| class | Saves | Adept | Combat Engineer | Envoy | Soldier | class | |
|---|---|---|---|---|---|---|---|
| Lvl | Strong | Weak | Pure biotic | Pure tech | Pure social | Pure combat | Lvl |
| 1 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise(1d6) | Toughness feat | 1 |
| 2 | 1 | 0 | Biotic Specialization | Submachine gun feat | Envoy improvisation | Weapon Proficiency | 2 |
| 3 | 0 | 1 | Biotic points feat | Tech points feat | Skill expertise | Medium Armor feat | 3 |
| 4 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Shield boost | 4 |
| 5 | 1 | 0 | Biotic Specialization | Tech Specialization | Envoy improvisation | Weapon Proficiency | 5 |
| 6 | 0 | 1 | Biotic points feat | Tech points feat | Weapon Specialization | Toughness feat | 6 |
| 7 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 7 |
| 8 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Weapon Proficiency | 8 |
| 9 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 9 |
| 10 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d8) | Heavy armor Proficiency | 10 |
| 11 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Weapon Proficiency | 11 |
| 12 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 12 |
| 13 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Improved Shield boost | 13 |
| 14 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d10) | Weapon Proficiency | 14 |
| 15 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 15 |
| 16 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 16 |
| 17 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 17 |
| 18 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 18 |
| 19 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill focus | Master shield boost | 19 |
| 20 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 20 |
| 21 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 21 |
| 22 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d12) | Combat power | 22 |
| 23 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 23 |
| 24 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 24 |
| 25 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 25 |
| 26 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 26 |
| 27 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 27 |
| 28 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 28 |
| 29 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 29 |
| 30 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 30 |
Mixed classes
| class | Vanguard | Infiltrator | Sentinel | Operative | Scientist | Mystic | class |
|---|---|---|---|---|---|---|---|
| Lvl | Combat/Biotic | combat/tech | Tech/biotic | Combat/social | tech/social | biotic/social | Lvl |
| 1 | Toughness feat | Stealthy feat | Biotic Specialization | Operative’s edge +1 | Science | Connection | 1 |
| 2 | Biotic specialisation | Time Slow | Tech Specialization | Weapon Focus | Tech Specialization | Biotic Specialization | 2 |
| 3 | Weapon Proficiency | Tactical cloak 1 | Biotic Specialization | trick attack +1d8 | Understand Technology | mindlink | 3 |
| 4 | Biotic specialisation | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 4 |
| 5 | Medium Armor feat | Sniper Rifle | Biotic Specialization | Operative’s edge +2 | Scientific doublespeak | Channel skill +1 | 5 |
| 6 | Biotic specialisation | Tactical cloak 2 | Tech Specialization | specialization | Tech Specialization | Biotic Specialization | 6 |
| 7 | Weapon Proficiency | Combat Specialization | Biotic Specialization | Evasion | Science specialization | Empathy | 7 |
| 8 | Biotic specialisation | Improved Time Slow | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 8 |
| 9 | Toughness feat | Tactical cloak 3 | Biotic Specialization | trick attack +2d8 | Use technology | Channel skill +2 | 9 |
| 10 | Biotic specialisation | Medium Armor | Tech Specialization | Specialization exploit | Tech Specialization | Biotic Specialization | 10 |
| 11 | Combat power | Tech specialization | Biotic Specialization | Debilitating trick, | Improve technology | Greater Mindlink | 11 |
| 12 | Biotic specialisation | Tactical cloak 4 | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 12 |
| 13 | Heavy armor Proficiency | Improved Shield Boost | Biotic Specialization | trick attack +3d8 | Tech leader | Channel skill +3 | 13 |
| 14 | Biotic specialisation | Tech specialization | Tech Specialization | specialization skill mastery | Tech Specialization | Biotic Specialization | 14 |
| 15 | Toughness feat | Tactical cloak 5 | Biotic Specialization | quick movement (+10 ft.) | Science Generalist | telepathic bond | 15 |
| 16 | Biotic specialisation | Combat Specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 16 |
| 17 | Combat power | Tech specialization | Biotic Specialization | trick attack +4d8 | Forced Amity | Channel skill +4 | 17 |
| 18 | Biotic specialisation | Tactical cloak 6 | Tech Specialization | uncanny agility | Tech Specialization | Biotic Specialization | 18 |
| 19 | Combat power | Combat Specialization | Biotic Specialization | quick movement (+20 ft.) | One more use | Retrocognition ( | 19 |
| 20 | Biotic specialisation | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 20 |
| 21 | Toughness feat | Supreme Time Slow | Biotic Specialization | trick attack +5d8 | Forced Amity | Channel skill +5 | 21 |
| 22 | Combat power | Combat Specialization | Tech Specialization | specialization power | Tech Specialization | Biotic Specialization | 22 |
| 23 | Biotic specialisation | Tech specialization | Biotic Specialization | Weapon Specialization | Shielding | Empathic Mastery | 23 |
| 24 | Combat power | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 24 |
| 25 | Biotic specialisation | Combat Specialization | Biotic Specialization | trick attack +6d8 | Peer into the Future | Channel skill +6 | 25 |
| 26 | Toughness feat | Tech specialization | Tech Specialization | quick movement (+30 ft.) | Tech Specialization | Biotic Specialization | 26 |
| 27 | Combat power | Tech specialization | Biotic Specialization | Double debilitation | Mind Probe | Transcendence | 27 |
| 28 | Biotic specialisation | Combat Specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 28 |
| 29 | Combat power | Tech specialization | Biotic Specialization | trick attack +7d8 | Memory Palace | Channel skill +7 | 29 |
| 30 | Biotic specialisation | Tech specialization | Tech Specialization | supreme operative | Supreme science | enlightenment | 30 |
The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets. This grants them enormous advantages in combat and allows them to perform tactics and movements that would otherwise be impossible.
Adepts possesses nearly all biotic abilities, but possess no tech abilities.
Abilities: Adepts benefit from high Wisdom and Charisma scores, which improves their biotic abilities.
Class feats: Biotic specialisations
Biotic Points and powers: See biotics
BAB progression: +0.5/level
Strong save: Will
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with tech powers and repair/modify equipment. Engineers possess nearly all tech abilities, but can only equip light armor and may only gain specialist training with pistols. They possess no biotic abilities. Tech skills focus on crippling and damaging the enemy. They are one of the few classes able to employ Combat Drones on the battlefield.
Tech powers and points: see tech specialization
BAB progression: +0.5/level
Strong save: Will
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want.
You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick.
You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.
BAB progression: +0.75/level
Strong save: Will
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, mind- affecting, sense-dependent, or some combination of any or all of these.
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus.
At envoy level 10, you can once/day roll the expertise die twice and take the better result.
You can use expertise with one additional skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). §
you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.
Your expertise die increases from 1d6 to the die given
You gain a weapon expertise feat to Pistols without needed the prerequisites
You gain skill focus feats to two of the expertise skills you have.
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.
Soldiers are the full spectrum warrior of the squad whose talents focus on improving durability and damage. They may specialize in any weapon they choose. Their major weaknesses are their complete lack of social, biotic and tech abilities, relying on squad mates to pick up the slack in those areas.
BAB progression: +1/level
Strong save: Fort
Select one Weapon Proficiency feat of your choice
Select any combat specialization
Get the toughness feat
he Soldier can spend a full- round action to boost his Shields by issuing commands from his omni-tool. This recovers an amount of Shield HP lost equal to 10 + 1 per Soldier level. The amount regained cannot exceed the character’s maximum Shield HP.
This action provokes attacks of opportunity normally and should any damage be dealt to his Shields, Plating or his Hit Points, the action is expended without effect.
This ability has a cooldown of 10 actions. He can use this ability a number of this per encounter equal to his Wisdom modifier +1 (minimum of 1).
Improved Shield boost: as shield boost but recovery is 10 + 2 per Soldier level
Master shield boost: as shield boost but recovery is 10 + 3 per Soldier level
The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
Infiltrators possess a mixture of combat and tech talents. They may gain specialist training with pistols and sniper rifles, and possess a variety of tech abilities that focus on disabling and crippling the enemy. Their greatest advantage is the Tactical Cloak tech power that combined with the time slow ability can make an Infiltrator the best sniper there is.
Abilities: Infiltrators benefit from high Intelligence, which improves their tech abilities and a high Dexterity score which improves their stealth skills and their aim.
Tech powers and points: see tech specialization
BAB progression: +1/level
Strong save: Reflex
Combat/bionic
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier.
They have access to various weapons and armor, as well as biotics. Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work.
Abilities: Vanguards benefit from high Constitution, which improves their Hit Points, and high Wisdom and Charisma scores, which improves their biotic abilities. Since the Vanguard usually engages in close-combat, Strength might be useful for melee attacks.
Biotic Points and powers: See biotics
BAB progression: +1/level
Strong save: Fort
Tech/biotic
Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of adepts and engineers, they are versatile and can handle any situation. Sentinels are equipped with the most advanced ablation armor system to keep themselves safe. This advanced shield causes the sentinel to be like a “Juggernaut” so to speak, making taking cover much less necessary, and rushing your enemies much more productive.
Abilities: Sentinels benefit from high Wisdom and Charisma scores, which improves their biotic abilities and from high Intelligence score, which improves their tech abilities.
Biotic Points and powers: See biotics
Tech powers and points: see tech specialization
Strong save: Fort
BAB progression: +0.75/level
Combat/social
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.
BAB progression: +0.75/level
Strong save: reflex
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.
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. Descriptions of the specializations appear below. Your specialization grants you the Skill Focus feat (see page 161) 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).
5 th Level
You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites. Specialization Skill Mastery
7 th 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.
Specialization Power
11 th Level
You gain a special power depending on the specialization you chose at 1st level.
1 st 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 smallmelee weapon or with any one handed small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see below) 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.
2 nd 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.
2 nd 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. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise. QUICK MOVEMENT (EX) 3 rd Level As long as you are unencumbered and wearing light armor or no TABLE 4–7: OPERATIVE BASE FORT REF WILL CLASS ATTACK SAVE SAVE SAVE LEVEL BONUS BONUS BONUS BONUS CLASS FEATURES 1st +0 +0 +2 +2 Operative’s edge +1, specialization, trick attack +1d4 2nd +1 +0 +3 +3 Evasion, operative exploit 3rd +2 +1 +3 +3 Operative’s edge +2, quick movement (+10 ft.), trick attack +1d8, weapon specialization 4th +3 +1 +4 +4 Debilitating trick, operative exploit 5th +3 +1 +4 +4 Specialization exploit, trick attack +3d8 6th +4 +2 +5 +5 Operative exploit 7th +5 +2 +5 +5 Operative’s edge +3, specialization skill mastery, trick attack +4d8, uncanny agility 8th +6 +2 +6 +6 Operative exploit, triple attack 9th +6 +3 +6 +6 Quick movement (+20 ft.), trick attack +5d8 10th +7 +3 +7 +7 Operative exploit 11th +8 +3 +7 +7 Operative’s edge +4, specialization power, trick attack +6d8 12th +9 +4 +8 +8 Operative exploit 13th +9 +4 +8 +8 Quad attack, trick attack +7d8 14th +10 +4 +9 +9 Operative exploit 15th +11 +5 +9 +9 Operative’s edge +5, quick movement (+30 ft.), trick attack +8d8 16th +12 +5 +10 +10 Operative exploit 17th +12 +5 +10 +10 Double debilitation, trick attack +9d8 18th +13 +6 +11 +11 Operative exploit 19th +14 +6 +11 +11 Operative’s edge +6, trick attack +10d8 20th +15 +6 +12 +12 Operative exploit, supreme operative CLASSES 94 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) 3 rd 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) 4 th 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. UNCANNY AGILITY (EX) 7 th 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. TRIPLE ATTACK (EX) 8 th 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. QUAD ATTACK (EX) 13 th 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) 17 th Level When you hit an enemy with a trick attack, you can apply two of the effects from your debilitating trick. SUPREME OPERATIVE (EX) 20 th 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. OPERATIVE SPECIALIZATIONS The following are some common operative specializations. Daredevil You specialize in missions requiring courage and athleticism. D Associated Skills: Acrobatics and Athletics. You can attempt an Acrobatics check to make a trick attack. D Specialization Exploit: Versatile movement. D 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. Detective Your ability to read people and make deductions helps you ferret out the truth in any situation. D Associated Skills: Culture and Sense Motive. You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe. D Specialization Exploit: Glimpse the truth. D 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). Explorer You’re an expert in scouting out dangerous locations using your knowledge and survival skills. D Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage. D Specialization Exploit: Ever vigilant. D Into the Unknown (Ex): At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Pact 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 Pact Worlds, replace the Pact Worlds with that star system. Ghost You can move from place to place without being noticed. D Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check. D Specialization Exploit: Cloaking field. D 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. Hacker Whether it’s a computer system or a mechanical device, you can hack it. D 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). D Specialization Exploit: Elusive hacker. D 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 CORE RULEBOOK RACES CLASSES SKILLS FEATS EQUIPMENT TACTICAL RULES STARSHIPS MAGIC AND SPELLS GAME MASTERING SETTING PATHFINDER LEGACY CHARACTER CREATION OVERVIEW OPERATIVE 4 95 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. Spy You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle. D Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check. D Specialization Exploit: Master of disguise. D 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. Thief You specialize in acquisition, from quick swipes to complex heists. D Associated Skills: Perception and Sleight of Hand. You can use Sleight of Hand to make a trick attack by concealing your weapons and motions. D Specialization Exploit: Holographic distraction. D 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 on page 392 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. OPERATIVE EXPLOITS 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. 2nd Level You must be at least 2nd level to choose these exploits. Alien Archive (Ex) D 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. D Combat Trick (Ex) You gain a bonus combat feat. You must meet all of that feat’s prerequisites. D 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. D 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. D Inoculation (Ex) 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. D 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. D Nightvision (Ex) You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. D 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. D 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. D 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. CLASSES 96 6th Level You must be at least 6th level to choose these exploits. D Bleeding Shot (Ex) For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level. D Certainty (Ex) You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243). D 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. D Enhanced Senses (Ex) You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit. D 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. D 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. D Interfering Shot (Ex) For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn. D 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. D 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. D 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. D Stalwart (Ex) 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. D Sure-Footed (Ex) You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed. D Uncanny Shooter (Ex) Your ranged attacks with small arms do not provoke attacks of opportunity. 10th Level You must be at least 10th level to choose these exploits. D 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. D 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 Engineering check (for technological devices) or a Mysticism check (for magic items) against your operative exploit DC to try to reactivate the device. CORE RULEBOOK RACES CLASSES SKILLS FEATS EQUIPMENT TACTICAL RULES STARSHIPS MAGIC AND SPELLS GAME MASTERING SETTING PATHFINDER LEGACY CHARACTER CREATION OVERVIEW OPERATIVE 4 97 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 Fortitude save to negate the debilitating effect. If it fails, it’s 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. D 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. D 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. D 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. D 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) D 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) D 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. Master of Disguise (Ex) D 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. Stunning Shot (Ex) D For your debilitating trick, you can try to stun your target. The target must succeed at a Fortitude save or be 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) D 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. 14th Level You must be at least 14th level to choose these exploits. Efficient Cloaking Field (Ex) D 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) D 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) D 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. Uncanny Senses (Ex) D 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.