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.