Operative Exploits in Proxima Alatheia | World Anvil

Operative Exploits

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Operative Explopits by Level Requirement

Level 2

  • Alien Archive
  • Field Treatment
  • Impressive Feat
  • Inoculation
  • Nightvision
  • Operative Experience
  • Quick Disguise
  • Uncanny Mobility
  • Uncanny Pilot
  • Uncanny Shooter
  • Level 6

  • Attack Patterns
  • Battle Tactics
  • Bleeding Shot
  • Certainty
  • Debilitating Sniper
  • Enhanced Senses
  • Hampering Shot
  • Holographic Clone
  • Improved Movement
  • Interfering Shot
  • Quick Disguise
  • Shipwide Triage
  • Space Lane Mastery
  • Specter Protocol
  • Speed Hacker
  • Staggering Shot
  • Stalwart
  • Sure-Footed
  • Level 10

  • Cloaking Field
  • Disarming Shot
  • Elusive Hacker
  • Ever Vigilant
  • Experimental Bio-Vial
  • Glimpse the Truth
  • Holographic Distraction
  • Improved Uncanny Mobility
  • Master of Disguise
  • Mentalist's Bane
  • Stunning Shot
  • Versatile Movement
  •  

    Level 14

  • Efficient Cloaking Field
  • Evasion
  • Knockout Shot
  • Uncanny Senses
  •  

    Operative Exploits By Name

    Alien Archive

    Prerequisite: Stellar Researcher, Medic
      Your vast experience makes identifying new creatures easier for you. When you attempt to identify a creature, you can roll one of your Operative Edge Dice without spending it and add the result as a bonus to the check. If you successfully identify a creature, you gain a +2 bonus to the first trick shot against it.  

    Attack Patterns

    Prerequisite: 6th Level, Tactitian
      Your experience with weapons gives you an edge into wielding weapons past thier expected capacity. You gain access to the Attack Pattern space combat action. You spend an Operative Edge Die to use this action and must wait 1 round before using it again.   When you fire a directed weapon, you can attack twice instead of once and can choose 2 different targets.   When you fire a targeting weapon (like a projectile), you fire 2 at the cost of 1.  

    Battle Tactics

    Prerequisite: 6th Level, Commander
      Your presence brings comfort and encouragement to your team around you. You gain access to a new Captain action: Battle Tactics. You spend 1 Operative Edge Die to use this action, and 1 minute must pass before you can use this action again.   When you use this action, you make a Persuasion check (DC = 12 + your starship’s Complexity Modifier). If you succeed, You starship's maneuverability is 1 stage better for the next 2 rounds. In addition, all Gunners have a +1 bonus to their attacks during the next 2 rounds.   As a result, you must stay in the Captain role during these rounds as you command the crew and your action is used maintaining this bonus. Should you change roles or take another action, your crew and ship immediately lose the benefits of this action.  

    Bleeding Shot

    Prerequisite: 6th Level
      For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level. The creature takes this damage at the start of its next turn.  

    Certainty

    Prerequisite: 6th Level, Intelligence Agent
      A number of times equal to your intelligence modifier per long rest, you can spend 20 minutes pouring over technical data and take a 20 when you need to perform a History or Investigation check in regards to gaining information about something. You have to have access to your data pad or a similar console to do this.  

    Cloaking Field

    Prerequisite: 10th Level
      As an action, you can bend light around yourself and muffle any minor sounds you make, making it difficult to keep visual confirmation on you. You appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around.   Activating the cloaking field is an action. While the cloaking field is active, you can use a Bonus Action to make a Stealth check to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide.   Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute (10 minutes for full charge).  

    Debilitating Sniper

    Prerequisite: 6th Level, Specter
    When you attack a target that is 40ft or more away from you with a sniper weapon, you may apply the default debilitating trick effect even on normal attacks. You also may roll one Operative Edge Die without spending it and add it to your damage roll. This value can stack with Trick Attack bonus damage though is not doubled on a critical hit like Trick Attack damage is.  

    Disarming Shot

    Prerequisite: 10th Level
      For your debilitating trick, you can attempt to disarm your opponent. When you hit, select one of it's handheld weapons, foci, or similar wielded item. You must make a new check to do this. Roll a d20 and add your proficiency bonus. The DC is 13 + the target's Dex Mod. If you succeed, the weapon falls out of the target's hand and lands 10ft from them.  

    Efficient Cloaking Field

    Prerequisite: 14th Level, Cloaking Field Exploit
      Your cloaking field lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds of cloaking per minute while inactive. You must have the cloaking field exploit to learn this exploit. You also gain a +5 bonus to stealth checks made while the field is active.  

    Elusive Hacker

    Prerequisite: 10th Level
      Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.  

    Enhanced Senses

    Prerequisite: 6th Level
      You can sense your surroundings without needing to see them. You gain blindsense with a range of 5 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.  

    Evasion

    Prerequisite: 14th Level
      When you succeed a Dexterity save against an effect or attack that deals half damage on a success, you instead take no damage on a successful save.  

    Ever Vigilant

    Prerequisite: 10th Level, Tactician
      You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you - 1, whichever is lower.  

    Experimental Bio Vial

    Prerequisite: 10th Level
      You've created an experimental elixir augmented with nano-bots that can harm or heal. Crafting 1 vial takes 1 hour and 20EC worth of materials. These vials are stored in a neutral state and can be loaded into ammunition for weapons with the injection property or similar tools like a hypospray. When you target a creature, you can dictate which mode to engage the nano-bots: harm or heal.   Harm Nano-Bots: After dealing the damage from the injection weapon, the elixir deals 2d6 acid damage. The affected creature also takes 2d6 acid at the start of its next turn.   Heal Nono-Bots: Instead of dealing damage from the injection weapon, the nano-bots restores 2d4 + your Wisdom Modifier (minimum 0) HP to the target. The affected creature regains 1d4 + your Wisdom Modifier (minimum 0) Hit Points at the start of its next turn.  

    Field Treatment

    By taking a few minutes to patch your own wounds, you can spend an Operative Edge dice per minute (max 5) to regain hit points. You can only perform this exploit once per long rest.  

    Glimpse the Truth

    Prerequisite: 10th Level
      By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. By spending an Operative Edge Dice, you gain the abilities of See Invisibility to a range of 60ft for 1 minute.  

    Hampering Shot

    Prerequisite: 6th Level
      For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the dash or disengage actions until the beginning of your next turn.  

    Holographic Clone

    Prerequisite: 6th Level
      You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as an action, you can create images of yourself effecitvely casting Mirror Image, though it is not a spell. You can use this exploit an additional time per day at 6th level, and again at 10th level.  

    Holographic Distraction

    Prerequisite: 10th Level, Holographic Clone Exploit
      As an action, you can spend 2 Operative Edge Dice to create a single holographic duplicate or psychic projection of yourself as if you cast the Mislead spell. You do have to maintain concentration on it and this effect can be dispelled as if it was cast by the spell. You must have the holographic clone exploit to learn this exploit.  

    Impressive Feat

    You can take on a feat as long as you meet its prerequisites.  

    Improved Movement

    Prerequisite: 6th Level
      You can move even faster than other operatives. Your base walking speed increases by 20.

    Improved Uncanny Mobility

    Prerequisite: 10th Level, Uncanny Mobility
      When you hit with a trick attack you can move up to 10ft without using any of your regular movement speed. You must have the uncanny mobility exploit to learn exploit.  

    Inoculation

    You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You roll an Operative Edge Die without spending it as a bonus to Constitution saves against poison and disease.  

    Interfering Shot

    Prerequisite: 6th Level, Commander
      For your debilitating trick, you can prevent your target from attacking any other allies and they must focus on you until the end of your next turn.  

    Knockout Shot

    Prerequisite: 14th Level, Stagging and Stunning Shot Exploits
      For your debilitating trick, you can attempt to knock the target out in one blow. The target must succeed at a Constitution save or fall unconscious for 1 minute. Once you’ve used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours.   You must have the staggering shot and stunning shot exploits to learn this exploit.  

    Master of Disguise

    Prerequisite: 10th Level, Quick Disguise Exploit
      You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 30 minutes. The risk of expisure is also reduced to 15%.   If you have heard the individual talk and can speak his or her language, you can also modulate your speech to match thiers. This disguise is so convincing that creatures familiar with the individual must succeed at an Intelligence saving throw before they can attempt an Investigation check to pierce the disguise.   You must have the quick disguise exploit to learn this exploit.  

    Mentalist’s Bane

    Prerequisite: 10th Level, Intelligence Agent
      If you fail your Wisdom saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the same DC. You get only one extra chance to save per effect.   If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect’s originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a Deception check to pretend you are under that effect.   If the mental effect would provide a link between you and the originator (like the dominate person spell), you can choose to allow the link without the control.  

    Nightvision

    You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.  

    Operative Experience

    If you do not have proficiency in the skills associated with your specialization, you now are proficicent. If you already had proficiency you now have expertise (double proficiency bonus). This applies to each skill individually, so if you were already proficient in 1 but not the other you end up with expertise in the first and proficiency in the one you lacked it in.   You may take this Exploit again to gain expertise in both skills.  

    Quick Disguise

    Once per day, you can replicate the effects of Disguise Self. The difference is you can only maintain the disguise for 10 minutes. Detect Technology and Detect Magic have a 30% chance of revealing your diguise.   You can use this exploit an additional time per day at 6th level, and again at 10th level.  

    Shipwide Triage

    Prerequisite: 6th Level, Medic
      Your medical training enhances your abilities as a Science Officer. You gain a new Science Action: Shipwide Triage.   When you use this action, you can choose 1 of two choices:
  • Remove Radiation: Make a Medicine check with a DC = 13 + your starship’s Complexity Modifier. If you succeed, you remove reduce the radiation effects affecting the ship by 1 stage. If this was caused by a weapon, it is permanently reduced. If it is from a natural phenomenon, it gradually regains a stage after 1 hour.
  •  
  • Tend Sickbay: Make a Medicine check with a DC = 11 + your starship’s Complexity Modifier. If a crewmate / crew team has been injured by damage when you take this action you restore an amount equal to 1/4 of an individual's max HP or restore a team to work again.
  •  

    Space Lane Mastery

    Prerequisite: 6th Level, Stellar Researcher
      You knowledge of the stars, gravitational forces, and other astrometrics means you know the best routes to travel through space by taking shortcuts and using the gravity of celestial objects to your advantage. When traveling on your ship though space, you can make a DC 18 Astronomy check to reduce the travel time by 5% on a success.   This amount increases to 10% at 12 level and 15% at 18th level.  

    Specter Protocol

    Prerequisite: 6th Level, Specter
      Your training has prepared you for infiltration and securing victory. You gain access to a new Science Action in starship combat: Specter Protocol. You may spend an Operative Edge Die when you use this action and add its value to the Computers check.   When you take this action, make a Computers check at DC 15 + the Complexity Modifier of the enemy starship + its bonus from defensive countermeasures. If you succeed, the next round right before the Attack phase, the target's shield shut down, leaving the Hull exposed. If successful, a ship cannot be affected by this protocol again for 24 hours.  

    Speed Hacker

    Prerequisite: 6th Level
      You can disable mechanical devices with Engineering and computer systems with Computers in half the usual time.  

    Staggering Shot

    Prerequisite: 6th Level
      For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Constitution save or have disadvantage on attack rolls and ability checks until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours.  

    Stalwart

    Prerequisite: 6th Level
      If you succeed at a Constitution save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.  

    Stunning Shot

    Prerequisite: 10th Level, Staggering Shot Exploit
      For your debilitating trick, you can try to stun your target. The target must succeed at a Constitution save or be stunned until the start of your next turn. Once you’ve used this ability to try to stun a creature, it’s immune to your stunning shot for 24 hours.   You must have the staggering shot exploit to learn this exploit.  

    Sure-Footed

    Prerequisite: 6th Level
      You move at your full speed when moving over difficult terrain and have advatange on saving throws that would knock you prone.  

    Uncanny Mobility

    When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target.  

    Uncanny Pilot

    You can spend an Operative Edge Die and add its value when performing Piloting checks to control vehicles or on Piloting checks during Space Combat.  

    Uncanny Senses

    Prerequisite: 14th Level
      Your enhanced senses grow even more discerning. Your blindsense becomes blindsight with a range of 15 feet. If you have darkvision, its range increases by 30 feet. You must have the enhanced senses exploit to learn this exploit.  

    Uncanny Shooter

    You do not have disadvantage on ranged attacks when hostile creatures are within melee range of you so long as the range weapon is not a longarm.  

    Versatile Movement

    Prerequisite: 10th Level
      You gain a climb speed and a swim speed equal to your land speed.

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