Shadow operator, licensed infiltrator, the dark counterpart to the Face.
The Operative is the corp's deniable workforce. They are the person hired when the job is a door that does not open from the inside, a system that does not want to be talked into compliance, or a person who needs to disappear before the morning shift notices they are gone. They ride the Kadiss the way a Fixer rides it -- registered, but the registration is what they want seen, not who they are.
The Operative's job is to be where they are not supposed to be, to do what they are not supposed to do, and to leave before the question gets asked. They are the Infiltrator's short-game counterpart: while the Infiltrator takes weeks to build a cover, the Operative takes minutes to pick a lock and minutes more to disappear through the vent. The Operative's signature is the precision: one shot, one lock, one flap of a vent grille, one body on the floor that nobody heard fall.
Sneak Attack is the precision made Mechanical: the body that has been trained to put the blade where the armour is not. Skill Mastery is the Operative's reliability under pressure: the slow take-10 when the alarms are running and the take-20 when there is a minute to spend. Evasion is the body's refusal to be where the explosion is.
Operating on the operative chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor). Light armour, pistols, knives, stun-batons, thrown weapons. DEX and INT primes: the body that moves and the mind that knows what to move toward.
Rules Reference
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
8
Hd
d6
Hd Sides
6
Max Level
20
Multiclass Notes
Operatives can multiclass with Face and Scout archetypes. Non-human operatives use simultaneous multiclassing rules.
Primary Abilities
DEX, INT
Prime Requisites
DEX, INT
Save Tiers / Fortitude
poor
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
Pistol, Knife, Stun-baton, All thrown weapons
Notes
Archetype Niche: The Operative is the party's precision instrument. Sneak Attack provides the highest single-target damage scaling in the game (+10d6 at level 19), but only when the Operative can engineer the right conditions (stealth, flanking, surprise). Skill Mastery makes the Operative the most reliable skill user in the game -- no other class can take 10 under pressure or take 20 in half time. Evasion and Improved Evasion make the Operative nearly immune to area-effect damage, compensating for the d6 HD. The Operative's niche is high-risk, high-reward: devastating when they control the engagement, fragile when caught in the open.
Level Table
Shadow
Field
Value
bab
0
fortitude
0
level
1
reflex
2
skillPoints
32
title
Shadow
will
0
xp
0
Infiltrator
Field
Value
bab
1
fortitude
0
level
2
reflex
3
skillPoints
8
title
Infiltrator
will
0
xp
1250
Operative
Field
Value
bab
2
fortitude
1
level
3
reflex
3
skillPoints
8
title
Operative
will
1
xp
2500
Agent
Field
Value
bab
3
fortitude
1
level
4
reflex
4
skillPoints
8
title
Agent
will
1
xp
5000
Deep Agent
Field
Value
bab
3
fortitude
1
level
5
reflex
4
skillPoints
8
title
Deep Agent
will
1
xp
10000
Field Agent
Field
Value
bab
4
fortitude
2
level
6
reflex
5
skillPoints
8
title
Field Agent
will
2
xp
20000
Special Operative
Field
Value
bab
5
fortitude
2
level
7
reflex
5
skillPoints
8
title
Special Operative
will
2
xp
40000
Master Operative
Field
Value
bab
6
fortitude
2
level
8
reflex
6
skillPoints
8
title
Master Operative
will
2
xp
70000
Ghost Operative
Field
Value
bab
6
fortitude
3
level
9
reflex
6
skillPoints
8
title
Ghost Operative
will
3
xp
110000
Shadow Master
Field
Value
bab
7
fortitude
3
level
10
reflex
7
skillPoints
8
title
Shadow Master
will
3
xp
160000
Shadow Lord
Field
Value
bab
8
fortitude
3
level
11
reflex
7
skillPoints
8
title
Shadow Lord
will
3
xp
220000
Grand Operative
Field
Value
bab
9
fortitude
4
level
12
reflex
8
skillPoints
8
title
Grand Operative
will
4
xp
280000
Grand Shadow
Field
Value
bab
9
fortitude
4
level
13
reflex
8
skillPoints
8
title
Grand Shadow
will
4
xp
340000
Phantom
Field
Value
bab
10
fortitude
4
level
14
reflex
9
skillPoints
8
title
Phantom
will
4
xp
400000
High Phantom
Field
Value
bab
11
fortitude
5
level
15
reflex
9
skillPoints
8
title
High Phantom
will
5
xp
460000
Night Lord
Field
Value
bab
12
fortitude
5
level
16
reflex
10
skillPoints
8
title
Night Lord
will
5
xp
520000
Field Specialist
Field
Value
bab
12
fortitude
5
level
17
reflex
10
skillPoints
8
title
Field Specialist
will
5
xp
580000
Mission Chief
Field
Value
bab
13
fortitude
6
level
18
reflex
11
skillPoints
8
title
Mission Chief
will
6
xp
640000
Operative Paragon
Field
Value
bab
14
fortitude
6
level
19
reflex
11
skillPoints
8
title
Operative Paragon
will
6
xp
700000
Supreme Operative
Field
Value
bab
15
fortitude
6
level
20
reflex
12
skillPoints
8
title
Supreme Operative
will
6
xp
760000
Special Abilities
Sneak Attack
Field
Value
level
1
name
Sneak Attack
description: Attack a target that is flat-footed, denied DEX to AC, or flanked: +1d6 precision damage. Ranged sneak attacks: target within 30 feet. +1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, 19 (max +10d6 at level 19). Not multiplied on a critical. Creatures immune to criticals (constructs, some reanimate, amorphous) are immune. The precision made mechanical: the body trained to put the blade where the armour is not.
Skill Mastery
Field
Value
level
3
name
Skill Mastery
description: Select 3 + INT modifier class skills. On a check with one of these, take 10 even when threatened or distracted. At level 8, +2 skills. At level 13, take 20 in half the time on mastered skills. At level 18, treat rolls of 1-5 on a mastered skill as a 6. The slow take-10 when the alarms are running; the take-20 when there is a minute to spend.
Evasion
Field
Value
level
5
name
Evasion
description: On a successful Reflex save against an effect that deals half damage on success (explosions, plasma vents, area weapons), take no damage. Failed save: full damage as normal. Requires light or no armour. The body's refusal to be where the explosion is.
Uncanny Dodge
Field
Value
level
7
name
Uncanny Dodge
description: The Operative retains their DEX bonus to AC even when caught flat-footed or attacked by an invisible assailant. The Operative cannot be flanked except by a Rogue (or Rogue-chassis archetype) of 4 or more levels higher.
Improved Evasion
Field
Value
level
11
name
Improved Evasion
description: The upgrade to Evasion: the Operative takes no damage on a successful Reflex save and half damage on a failed one. Explosions, plasma vents, breaching charges -- even a failed save leaves the Operative standing.
Opportunist
Field
Value
level
13
name
Opportunist
description: Once per round, the Operative may make an attack of opportunity against an opponent who has just been struck in melee by an ally. This attack is treated as a Sneak Attack if the conditions are met (the target is flanked, flat-footed, or unaware of the Operative). When someone else creates the distraction, the Operative finishes it.
Hide in Plain Sight
Field
Value
level
15
name
Hide in Plain Sight
description: The Operative can use the Stealth skill even while being observed, as long as there is some form of cover or concealment within 10 feet. Normal Stealth requires breaking line of sight first; Hide in Plain Sight removes that requirement. The Operative simply vanishes.
Master Infiltrator
Field
Value
level
17
name
Master Infiltrator
description: The Operative treats all Security/Locks and Hacking checks as if they had taken 10, even under stress or distraction. This does not allow taking 20 (that still requires unlimited time and no penalty for failure), but the Operative's baseline under pressure holds steady.