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Expertise and Exploits

FIXME: Rest of operative. Add stellar, add mystic, add envoy improvisations and talents

Expertise is the focus on certain skill sets that work well together.

Exploits are things based on studies of sentient creatures.

Exploit points

Some abilities require Exploit points to activate.

Social characters have Exploit points equal to Operative class level/2+Scientist class level/2+Mystic class level/2+Envoy class level+Wisdom modifier. Round up.

Exploit points are regained after a long rest.

Expertise

You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise.

When attempting checks on the Associated skills below, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus at a cost of one exploit point.

The higher levels apply to the same skills as selected at start, but give a higher bonus.

When getting Expertise(1d6), you must select Your expertise category from below.

Daredevil

You specialize in missions requiring courage and athleticism.

Associated Skills: Acrobatics and Athletics.

Operative: You can attempt an Acrobatics check to make a trick attack.

Specialization Exploit: Versatile movement.

Specializations power: Terrain Attack (Ex): 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.

Associated Skills: Culture and Sense Motive.

Operative: You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe.

Specialization Exploit: Glimpse the truth.

Specializations power: Detective’s Insight (Ex): Your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 10 minutes pondering a mystery or quandary to gain an enigmatic insight, 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.

Associated Skills: Culture and Survival.

Operative: You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.

Specialization Exploit: Ever vigilant.

Specializations power: Into the Unknown (Ex): You gain a +4 bonus to Culture and Survival checks. While you’re outside the old federation territories, you gain a +2 bonus to initiative checks.

Ghost

You can move from place to place without being noticed.

Associated Skills: Acrobatics and Stealth.

Operative: When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check.

Specialization Exploit: Cloaking field.

Specializations power: Phase Shift Escape (Ex): 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 phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the use and take the action but the attempt fails. You cannot phase through force effects such as force fields. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.

Exploits

If an exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your social class level + your Wisdom modifier.

If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1.5 × your social class level + your Wisdom modifier. The list of exploits appears below. You cannot learn the same exploit more than once unless it specially says otherwise.

srb/exploit.1589656681.txt.gz · Last modified: 2020/05/16 12:18 by weby