Operative

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

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesOperatives can multiclass with Face and Scout archetypes. Non-human operatives use simultaneous multiclassing rules.
Primary AbilitiesDEX, INT
Prime RequisitesDEX, INT
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, 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

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleShadow
will0
xp0

Infiltrator

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleInfiltrator
will0
xp1250

Operative

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleOperative
will1
xp2500

Agent

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleAgent
will1
xp5000

Deep Agent

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleDeep Agent
will1
xp10000

Field Agent

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleField Agent
will2
xp20000

Special Operative

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleSpecial Operative
will2
xp40000

Master Operative

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleMaster Operative
will2
xp70000

Ghost Operative

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleGhost Operative
will3
xp110000

Shadow Master

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleShadow Master
will3
xp160000

Shadow Lord

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleShadow Lord
will3
xp220000

Grand Operative

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleGrand Operative
will4
xp280000

Grand Shadow

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleGrand Shadow
will4
xp340000

Phantom

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titlePhantom
will4
xp400000

High Phantom

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleHigh Phantom
will5
xp460000

Night Lord

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleNight Lord
will5
xp520000

Field Specialist

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleField Specialist
will5
xp580000

Mission Chief

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleMission Chief
will6
xp640000

Operative Paragon

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleOperative Paragon
will6
xp700000

Supreme Operative

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Operative
will6
xp760000

Special Abilities

Sneak Attack

FieldValue
level1
nameSneak 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

FieldValue
level3
nameSkill 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

FieldValue
level5
nameEvasion

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

FieldValue
level7
nameUncanny 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

FieldValue
level11
nameImproved 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

FieldValue
level13
nameOpportunist

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

FieldValue
level15
nameHide 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

FieldValue
level17
nameMaster 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.