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Player > Class > Operative > Alternate

Alternate Class Features

Operatives have access to the following alternate class features.

Marked for Death (Ex) 1st level [LINK]

Starfinder Character Operations Manual p.80

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.


Operative's Arsenal (Ex) 8th level [LINK]

Starfinder Character Operations Manual p.82

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.


Quick Cover (Ex) 2nd level [LINK]

Starfinder Character Operations Manual p.82

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 [LINK]

Starfinder Character Operations Manual p.82

You can make a trick attack as a standard action if you do not move as part of that ability. 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 [LINK]

Starfinder Character Operations Manual p.82

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.


Stunt and Strike (Ex) 1st level [LINK]

Starfinder Character Operations Manual p.80

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.
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This replaces trick attack and debilitating strike.

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