Specializations

As an operative, you have a particular set of skills based on your tactical style. These different specializations help define your character and the approach you take to most situations. Choose an operative's specialization. This specialization grants you training in one skill, a skill feat for that skill, and an exploit. At 9th level, you gain the enhanced exploit granted by your specialization. The specializations presented in this book are as follows.

SFS Standard Ghost

You specialize in slipping into a location, completing an objective, and extricating yourself without being discovered. You might use stealth tactics, cover identities, disguises, or spy tech. Whether you're an assassin getting close to your target, a spy gathering sensitive intelligence, a grifter out to dupe your mark, or a thief casing the joint for your next job, you're good at blending in and avoiding notice. You're trained in Deception. You gain a skill feat for Deception.

Exploit

You're adept at taking your foe by surprise. You can Aim at targets you're undetected by as a free action.

Enhanced Exploit9th

You avoid detection even after engaging your enemy. You gain the Ghost Tap action.

Ghost Tap [free-action]

Requirements Your last action this round was a successful Strike against a target you were hidden from or undetected by.

You throw an object, activate a hidden flare, or take some other action while your target is still disoriented from your attack. Attempt a Deception check against the Will DC of the target of your last Strike; on a success, you're hidden from the target or undetected on a critical success.

SFS Standard Infiltrator

You specialize in bypassing security systems, hazards, traps, and other defenses. From hacking a computer system or cutting power to a building, to bypassing a biometric lock and cracking a secure vault, you're skilled at accessing locations without alerting security or tripping safeguards. You're trained in Computers. You gain a skill feat for Computers.

Exploit

Your tinkering causes technological items and creatures to experience glitches and malfunctions. You gain the Sabotage action.

Sabatoge [one-action]


You disrupt enemy tech to cover your tracks or gain a tactical advantage. Select a single tech creature or tech item within 15 feet that you can detect. If your target is a tech creature, attempt a Computers check against the creature's Fortitude DC. If your target is a tech item, attempt a Computers check against the item's DC or the Reflex DC of the creature possessing the item if the item is being carried, held, or worn.

If you're an expert in Computers, you can Sabotage a tech creature or tech item within 30 feet. If you're a master, this range increases to 45 feet. If you're legendary, this range increases to 60 feet.
Critical SuccessThe target becomes glitching 1 for 1 minute.
SuccessThe target becomes glitching 1 for 2 rounds.
FailureYour attempt fails and requires more persistent analysis. The target is immune to your Sabotage until the end of your next turn.
Critical FailureYour attempt backfires. The target is immune to your Sabotage for 10 minutes.

Enhanced Exploit9th

You can Sabotage as a free action whenever you critically hit a tech creature with a melee or ranged attack, targeting the triggering creature. You can Sabotage as a reaction whenever a tech creature or a creature using a tech weapon critically fails a melee attack roll against you, targeting the triggering creature or weapon.

SFS Standard Skirmisher

You specialize in close-quarters missions that require you to operate in crowded or tight spaces, such as inside buildings or vehicles, down narrow alleys, or in busy downtown streets. Whether you're a mugger, bodyguard, assassin, or urban mercenary, you favor pistols and can use them efficiently in tight spaces. You're trained in Acrobatics. You gain a skill feat for Acrobatics.

Exploit

You're trained to fight in close combat using pistols. Your ranged Strikes with one-handed ranged weapons don't trigger reactions that are triggered by a ranged attack.

Enhanced Exploit9th

Your point-blank shots are particularly deadly. When you make a successful Strike against an adjacent enemy with a one-handed ranged weapon, you calculate the damage as if the lowest-rolled weapon damage die for the attack had the maximum result instead. At 17th level, the two lowest-rolled damage dice increase to the maximum result.

SFS Standard Sniper

You specialize in targeting foes from far away and attacking while unseen. Whether you're peeking around a corner, perching on a distant rooftop, or aiming from the back line of a squad formation, you favor sniper rifles and prefer to line up the perfect shot rather than rush into combat. You're trained in Stealth. You gain a skill feat for Stealth.

Exploit

You ignore the unwieldy and volley trait of guns you wield belonging to the sniper group. You gain one of the following operative feats as a bonus feat: Keep Them in Your Sights or Scope Sight.

Enhanced Exploit9th

If you fail your first ranged Strike against your mark using a weapon in the sniper weapon group, you Reload your sniper weapon as a free action. The Strike doesn't count toward your multiple attack penalty.

SFS Standard Striker

You specialize in hand-to-hand combat and prefer to fight with your fists or lightweight melee weapons, rather than guns. Whether you're a daredevil who lives for the thrill, a martial artist who likes to show off, or an assassin who kills with a personal touch, you take the fight to your foes and use your body as a weapon. You're trained in Athletics. You gain a skill feat for Athletics.

Exploit

You have expert proficiency with one-handed melee weapons and unarmed attacks with the agile or finesse traits instead of with martial guns. Whenever you increase your proficiency with martial guns, you instead increase your proficiency with one-handed agile and finesse melee weapons, agile and finesse unarmed attacks, and simple guns.

In addition, when you Aim, you can Aim with and apply the benefits to a one-handed melee weapon or unarmed attack with the agile or finesse trait rather than with a ranged weapon. Treat any one-handed melee weapon or unarmed attack with the agile or finesse trait as a gun for purposes of meeting the requirements of operative feats. Instead of making a ranged Strike with an operative feat, you can make a Strike with an one-handed melee weapon or unarmed attack with the agile or finesse trait.

You gain the Reactive Step reaction.

Reactive Step [reaction]

Trigger A creature within your reach leaves a square during a move action it’s using.

You’re able to move deftly around your foes, getting out of tricky situations or managing to put yourself into a place where you hold the advantage. You Step up to twice directly toward the triggering creature.

Enhanced Exploit9th

You find yourself able to overwhelm foes that you study. You gain the Overwhelming Strike free action.

Overwhelming Strike [free-action]

Trigger Your Strike hits a creature you’ve designated as your mark and deals damage.

The target becomes your choice of enfeebled 1, off-guard, or suppressed until the end of your next turn. That creature becomes immune to Overwhelming Strike until the end of your next turn.