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Operative Exploit
[Level: 2]

As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

Operative's Edge
[Level: 1]

Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Oracle of Oras CR: 13 XP: 25,600 CN Gargantuan plant Init.: -2 Senses: blindsight (life) 120 ft.; low-light vision Perception: +23 HP: 190 RP: 7 EAC: 26 KAC: 27 Fort: +14 Ref: +12 Will: +16 Speed: 0 ft. Melee: branch +22 (6d4+17 B plus grab) Ranged: 4 branches +16 (3d4+17 B plus grab) Offensive Abilities: grasping vines (DC 21) Str: +4 Dex: -2 Con: +6 Wis: +8 Int: +4 Cha: +4 Skills: Life Science +28, Mysticism +28, Survival +23 Languages: Common (can’t speak any language); speak with animals, telepathy 60 ft.
Orc Technician CR: 1 XP: 200 CE Medium humanoid (orc) Init.: +0 Senses: darkvision 60 ft. Perception: +4 HP: 12 EAC: 10 KAC: 11 Fort: +3 Ref: +0 Will: +0 Speed: 30 ft. Melee: tactical baton +4 (1d4+1 B) Ranged: azimuth laser pistol +3 (1d4 F; critical burn 1d4) Offensive Abilities: None Str: +1 Dex: +0 Con: +3 Wis: +0 Int: +2 Cha: -1 Skills: Computers +9, Engineering +9, Intimidate +4, Survival +9 Languages: Common, Drow, Orc Gear: estex suit I, azimuth laser pistol with 1 battery (20 charges), tactical baton
Orc Trooper CR: 5 XP: 1600 CE Medium humanoid (orc) Init.: +7 Senses: darkvision 60 ft. Perception: +11 HP: 70 EAC: 17 KAC: 19 Fort: +7 Ref: +7 Will: +4 Speed: 45 ft. (40 ft. in armor) Melee: fangblade +14 (1d12+7 S; critical bleed 1d8) Ranged: thunderstrike sonic rifle +13 (1d10+3 So; critical deafen [DC 13]) Offensive Abilities: charge attack, fighting styles (blitz), rapid response Str: +5 Dex: +2 Con: +3 Wis: +0 Int: +0 Cha: -1 Skills: Intimidate +11, Survival +16 Languages: Common, Orc Gear: officer ceremonial plate, fangblade with 1 battery (20 charges), thunderstrike sonic rifle with 1 highcapacity battery (40 charges)
Orders
Prerequisites: Level 6

At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1½ × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders

Oread CR: 1 XP: 400 — — — Init.: +1 Senses: darkvision 60 ft. Perception: +5 HP: 20 EAC: 13 KAC: 15 Fort: +3 Ref: +1 Will: +3 Speed: 25 ft. Melee: assault hammer +8 (1d6+5 B) Ranged: utility scattergun +5 (1d4 P) or stickybomb grenade I +5 (explode [10 ft., entangle 2d4 rounds, DC 10]) Offensive Abilities: earth affinity, fighting styles (guard) Str: +4 Dex: +1 Con: +1 Wis: +2 Int: +0 Cha: -1 Skills: Athletics +10, Intimidate +5, Survival +5 Languages: Common, Terran Gear: lashunta ringwear I, assault hammer, utility scattergun with 8 shells, stickybomb grenades I (2)
Organic Printing Vat
Level: 7 Price: 5,400 Bulk: 3