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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).
Not all those who study magic do so in order to cast spells–some wish only to defend themselves against them. Operatives with the disciple specialization spend as much time training their minds as they do their bodies, meditating to steel themselves against harmful magical effects. Their familiarity with magical traditions and techniques makes them especially adept at fighting spellcasters. Magical organizations, especially those with precious artifacts in need of protection, often seek out non-spellcasters with mental fortitude to train as disciples, tasking them with guarding their treasures upon the completion of their training.
1st Level Associated Skills: Mysticism and Perception. By peering into the realms of reality that normally remain hidden, you can attempt a Mysticism check with a +4 bonus to make a trick attack; also, Mysticism is a class skill for you.
5th Level Specialization Exploit: Experiential Learning
11th Level Spell Resistance (Ex) At 11th level, you learn methods to defend yourself against a specific individual's magic. You can select a target you have observed for at least 1 round of combat or 5 minutes outside of combat. You gain spell resistance equal to 11 + your character level against that target for 1 minute. Once you've used this ability, you can't use it again that day, but you can spend 1 Resolve Point to recharge it immediately.
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
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 +1 bonus to the skill check.
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
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.