Player > Class > Operative > Specialization
The following are some common operative specializations.
You specialize in missions requiring courage and athleticism.
1st Level Associated Skills: Acrobatics and Athletics. You can attempt
an Acrobatics check to make a trick attack.
5th Level Specialization Exploit: Versatile movement.
11th Level 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.
1st Level 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.
5th Level Specialization Exploit: Glimpse the truth.
11th Level 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.
1st Level 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.
5th Level Specialization Exploit: Ever vigilant.
11th Level 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.
You rely on your quick wits and a healthy dose of paranoia to always have the right device at hand.
1st Level Associated Skills: Engineering and Sleight of Hand. You can
attempt an Engineering check with a +4 bonus to make a trick
attack by using a customized device to momentarily distract
your enemy.
5th Level Specialization Exploit: Utility belt.
11th Level Quick Deployment (Ex) At 11th level, once per round you can
retrieve or put away a stored item (including from your utility
belt) or pick up an item as part of another move action, standard
action, or full action.
You can move from place to place without being noticed.
1st Level Associated Skills: Acrobatics and Stealth. When you use
Stealth to make a trick attack, you gain a +4 +1 bonus to the skill
check.
Updated Feb 2018
5th Level Specialization Exploit: Cloaking field.
11th Level 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.
1st Level 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).
5th Level Specialization Exploit: Elusive hacker.
11th Level 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.
1st Level Associated Skills: Bluff and Disguise. When you use Bluff to
make a trick attack, you gain a +4 bonus to the skill check.
5th Level Specialization Exploit: Master of disguise.
11th Level 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.
1st Level Associated Skills: Perception and Sleight of Hand. You can
use Sleight of Hand to make a trick attack by concealing your
weapons and motions.
5th Level Specialization Exploit: Holographic distraction.
11th Level 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.
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