level_requirement: 6
type: ability

Found 44 matches

Bleeding Shot
[Level: 6]

For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.

Certainty
[Level: 6]

You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243).

Debilitating Sniper
[Level: 6]

You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks.

Enhanced Senses
[Level: 6]

You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Hampering Shot
[Level: 6]

For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.

Improved Quick Movement
[Level: 6]

You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit.

Interfering Shot
[Level: 6]

For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn.

Mentalist’s Bane
[Level: 6]

If you fail your Will 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 Bluff 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.

Speed Hacker
[Level: 6]

You can disable mechanical devices with Engineering and computer systems with Computers in half the usual time. In the rare cases when disabling a system or device would normally be a full action, you can do it as a standard action, and if it would normally be a standard action, you can do it as a move action.

Staggering Shot
[Level: 6]

For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Fortitude save or be staggered 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.