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Player > Class > Archetypes > Espionage Specialist
Starfinder Character Operations Manual p.101
The complex web of corporate interests underpins most aspects
of daily life in the Pact Worlds, extending far beyond simple
commerce into governmental policy, military action, and
interpersonal relationships. If conspiracy theorists are to be
believed, corporations run the galaxy from behind the scenes
by lobbying, depositing credits into the right accounts or
hands, and knowing exactly which politicians to leverage and
when. But corporate interests frequently conflict, and intense
rivalries spring up between companies competing within the
same market. Sometimes, corporate bigwigs can’t do their own
dirty work, whether it’s because they don’t have time or because
they don’t want their hands in something that’s downright
illegal. That’s when they call in an espionage specialist.
Espionage specialists are company spies or clandestine
agents trusted by corporate management to successfully
complete sensitive tasks with the utmost discretion. These
specialists most often work for seedy corporations
with amoral leadership, notably Arabani Arms Ltd.,
the Aspis Consortium, and especially House Zeizerer
on Apostae, but they can be found on the payroll
of hundreds of companies throughout the
Pact Worlds and beyond. Some of these
specialists are freelancers. These well-trained
individuals primarily concern themselves
with assignments designed to undermine
rival corporations. Common missions
include infiltrating a target’s headquarters
or warehouses, stealing technological
schematics or prototypes, impersonating or
even assassinating opponent executives, or
keeping close watch on the competition.
Espionage specialists excel at slipping
into a false identity and creating forged
documentation to match. Many espionage
specialists prefer to avoid violence in favor
of stealthy, untraceable intrusions behind
enemy lines, but they are trained in combat
and capable of dealing precise damage to
those they catch off guard.
Envoys and operatives gravitate toward
this archetype. However, other characters
can become espionage specialists,
especially individuals with a talent for
crafting disguises, hacking, or engaging
in other forms of subterfuge.
This archetype grants alternate class features at 4th, 9th, and 12th levels.
You excel at infiltration, and covert missions are your specialty. Bluff, Disguise, and Stealth are class skills for you, if they aren’t already. Once per day when you attempt a Bluff check, a Disguise check, or a Stealth check, you can roll twice and use the better result. You can use this ability additional times per day by expending 1 Resolve Point for each use after the first.
To do your work, you can’t afford to be recognized, and you
also need to impersonate rival personnel—sometimes on short
notice. Therefore, you have created numerous identities for
yourself, with names and electronic documents
to back them up. You find it easy to slip into
any of your assumed personas with but a
few moments of mental calibration and
physical preparation.
Once per day as a full action, so long as
you have access to an upgraded comm
unit, a datapad (Starfinder Armory 100), or
any other type of computer, you can produce a
false identity complete with forged documents,
an official identification card or badge, and
a minimal infosphere presence. As normal
when creating forged documents, you must
attempt a Computers skill check to create the
forgery, and any creatures scrutinizing any
of your documents can attempt an opposed
Computers check to detect the forgery,
with all the normal DC modifiers for other
circumstances, as described on page 138 of
the Starfinder Core Rulebook. If your forged
identity includes significantly changing
your visual appearance, you can use the
result of your Computers check for your
Disguise check to change your appearance,
though you still must use a disguise kit, a spell
such as disguise self, or a technological device
such as a holoskin when using this aspect of
improvised forgery.
One moment you might be schmoozing with a rival executive in a private office, and the next moment you’re assassinating them. You gain Fast-Talk, Greater Feint, or Improved Feint as a bonus feat. If you already have all these feats, you can select another feat for which you meet the prerequisites as a bonus feat. In addition, whenever you attack and hit someone who is flat-footed, such as during a surprise round, you deal that target an extra 1d8 damage of the same type your weapon normally deals.
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