Archives of Nethys

Pathfinder | Starfinder

Envoy | Mechanic | Mystic | Operative | Solarian | Soldier | Technomancer
Drone


Main Details | Archetypes | Class Builds | Exploits | Specializations

Altered or Replaced Operative Class Features

For any level at which an archetype provides an alternate class feature, a operative who takes the archetype alters or replaces the listed class features.

Multilevel

2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain an operative exploit.

9th Level

The amount of damage you deal with your trick attack is 1d8 lower than normal.

Archetypes

From the cunning operative to the deadly soldier, each core class in the Starfinder Roleplaying Game draws upon a central idea common to many characters found in science fantasy settings. However, there is a vast universe of interesting and useful character concepts beyond those easily represented by the existing classes. Players can emulate some of these concepts by choosing specific class features, selecting an appropriate theme (see page 28), or multiclassing (see page 26) to combine elements from more than one class. However, other concepts demand changes to a character’s focus that are beyond the scope of the standard classes and themes. To encompass these major differences, your character can take an archetype—a set of alternate class features that alters or replaces class features you would otherwise gain at specific levels.

An archetype is a character concept more specific and involved than a theme, but not as comprehensive or broad as a class. Each archetype represents a significant divergence from the abilities of a typical member of the core classes. Archetypes provide an additional layer of control for players who want to fine-tune their character’s advancement.

An archetype generally grants abilities that aren’t otherwise available to characters through a class, or it may grant easier access to a specific set of appropriate abilities. In general, these abilities aren’t tied to the background of any one core class or theme and aren’t available to characters via other sources. For example, the phrenic adept archetype (see page 128) could be used for a character who is naturally psychic or who gained psychic powers after being exposed to strange alien technology. Without a similar background or event, other characters can’t gain these powers, making it more appropriate for an archetype than a series of class features.

Arcanamirium Sage

Source Pact Worlds pg. 183
Much like the pre-Gap arcane academy of the same name, the Arcanamirium on Absalom Station is a prestigious institution of magical learning. Numerous ancient and alien artifacts are stored in the university’s vaults, and many sages trained at the institution thus specialize in studying magic items. Arcanamirium sages learn to hack an item’s magical field, which allows them to unlock powers unavailable to normal users.

Most Arcanamirium sages are mystics and technomancers who studied at the university, but other characters can be Arcanamirium sages, such as explorers who investigate ancient sites of magical power or adventurers who want to augment their abilities with magic.

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Augmented

Source Starfinder Armory pg. 143
Although first a caste on Verces, the Augmented have since become a cultural movement of seeking perfection through artificial upgrades—most often cybernetics. The Augmented push the boundaries of cybernetic integration, often appearing as much machine as organic.

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Divine Champion

Source Pact Worlds pg. 184
Most sentient denizens of the Pact Worlds revere a deity, but few experience such a close connection with their gods as divine champions. A divine champion is a fervent defender of or crusader for a faith, becoming a living vessel for the deity’s power through study and prayer. However, gods are mysterious and inscrutable, and they sometimes bestow this power upon mortals who don’t understand why they were chosen.

Divine champions of all classes exist, but different deities favor champions of different classes. For example, many of Hylax’s divine champions are envoys, while Iomedae prefers soldiers and Lao Shu Po favors operatives.

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Phrenic Adept

Source Starfinder Core Rulebook pg. 128
While many mystics and technomancers are trained in psychic traditions and terminology, there are also many characters who gain mental powers outside the context of those spellcasting classes. Phrenic adepts are able to draw on psychic abilities to a much greater extent than most psychic races such as lashuntas and shirrens, but their abilities lack the full depth and breadth of a spellcaster’s power. They thus use their supernatural talents to augment other options rather than drawing on them as their primary source of power.

The majority of phrenic adepts are lashuntas and shirrens, though members of other races can also develop such psychic abilities. It is unusual for phrenic adepts to also be mystics or technomancers, as most spellcasters channel all their eldritch power into their class training, but it is not unknown.

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Skyfire Centurion

Source Pact Worlds pg. 185
With the advent of the Absalom Pact, the famed Triaxian dragonriders of the Dragon Legion took to the stars and became known as the Skyfire Legion, an elite and highly principled mercenary group that sells its protection to colonists and corporations operating beyond the Pact Worlds, where the Stewards cannot protect them. While many Skyfire legionnaires form a near-telepathic bond with dragonkin copilots, Skyfire centurions train to strengthen this connection even further, leading their allies and facilitating teamwork almost as if the members shared a single mind.

The Skyfire Legion has several training facilities throughout the Pact Worlds where centurions and other legionnaires can hone their skills. Every legionnaire trains with a partner, and centurions undergo additional, stricter regimens to help focus their minds and toughen up their bodies.

Not all members of the Skyfire Legion are centurions, and not all centurions have a dragonkin ally; the same teamwork techniques can be used with any intelligent creatures, even mechanical ones. Characters of all classes can become successful centurions, though most mystics and solarians lack the piloting ability to make full use of centurion abilities. Soldiers gain many combat feats, which makes them terrific centurions, while mechanics who choose their drones as their bonded allies can customize the drones for seamless teamwork.

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Star Knight

Source Pact Worlds pg. 186
The traditions of knighthood have survived the millennia. Numerous orders, including (but certainly not limited to) the Knights of Golarion and the Hellknight Orders of the Chain, Eclipse, Furnace, Gate, Nail, Pike, and Scourge, are extremely active in the Pact Worlds and beyond. These highly trained and renowned warriors are star knights, defenders of specific causes championed by their orders and ready to enforce their oaths with sword, plasma cannon, and even magic when necessary.

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Starfinder Data Jockey

Source Pact Worlds pg. 188
Starfinder data jockeys are the Starfinder Society’s foremost experts on the analysis, architecture, manipulation, and retrieval of data. They live for the thrill of exploration and joy of discovery, delving into databases and networks much like a field agent ventures into ancient ruins. Most data jockeys are part of the Dataphiles faction (for more on Starfinder Society factions, see Appendix 2 of the Starfinder Society Roleplaying Guild Guide).

Because of their affinity with computers and technology, most data jockeys are envoys, mechanics, operatives, or technomancers, but members of virtually any class can become successful data jockeys.

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Starfinder Forerunner

Source Starfinder Core Rulebook pg. 129
Members of the Starfinder Society (see page 479) spend a considerable amount of time, money, and effort exploring places their fellow Pact Worlds citizens have never been. Whether they’re investigating the ruins of ancient cultures, worlds with no modern technology, or civilizations with no prior contact with the Pact Worlds, Starfinders are always pushing the boundaries of explored space in a quest for snippets of knowledge about the edges of history before and after the Gap. When possible, these expeditions are preceded by, or at least accompanied by, a Starfinder forerunner who is specifically trained in exploration, scouting, and survival.

Not all members of the Starfinder Society are forerunners, and not all forerunners take this archetype. The archetype represents an expert who has spent years studying with and apprenticing under more experienced forerunners.

The majority of forerunners are envoys, mystics, and operatives, though forerunners who have levels in other classes also exist.

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Steward Officer

Source Pact Worlds pg. 189
The Stewards are interplanetary peacekeepers who enforce the Absalom Pact, which binds the Pact Worlds together in a tenuous alliance. Based in Absalom Station, the Stewards police space lines outside the territories of planetary governments, act as advisors and mediators in disputes, and end budding military conflicts with overwhelming force when necessary. The Stewards are as much diplomats as they are police, though violence is always a last resort for them. Because of the Stewards’ dual role, their training includes conflict-resolution techniques, combat techniques, and techniques that combine the two approaches.

The majority of Steward officers are envoys with combat training or soldiers with diplomatic training, though solarians also make terrific Steward officers.

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Stewards Infiltrator

Source Starfinder #9: The Rune Drive Gambit pg. 52
Ops Stewards undertaking special missions often have to gain access to sensitive information, protected stores, or specific individuals. Sometimes, this infiltration has to be subtle so the target, or those protecting it, remain unaware of the threat until it’s too late. Stewards infiltrators learn how to engage in longterm undercover roles and quick, heist-style incursions.

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Stewards Stalwart

Source Starfinder #9: The Rune Drive Gambit pg. 53
Stewards work well in teams. However, some Stewards have to work alone or with non-Stewards. These Stewards, called “stalwarts” by their comrades, undertake special courses to improve their self-sufficiency.

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