Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Mechanic | Mystic | Nanocyte | Operative | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Alternate Class Features | Archetypes | Class Builds | Exploits | Specializations

Operative Exploits

You learn your first operative exploit at 2nd level, and an additional exploit every 2 levels thereafter. Operative exploits require you to have a minimum operative level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other exploits.

Beguiling Outsider (Ex)

Source Galaxy Exploration Manual pg. 22
Level Required 2
You rely on aspects of your culture or society that others might find unfamiliar to pique their interest and make a good impression. Double your operative’s edge bonus to Bluff and Diplomacy checks when interacting with a creature or creatures who are unfamiliar with your species or home world (at the GM’s discretion). When you encounter such creatures, you can spend 1 Resolve Point to attempt a special Bluff or Diplomacy check whose DC equals 10 + 1-1/2 × the highest CR of these creatures, plus 1 for each additional creature in the group (maximum +10 for a group of 11 or more creatures). If you succeed, the creatures’ starting attitude improves by one step for 1 hour. This improvement doesn’t stack with any caused by other effects; however, this exploit’s short duration might allow you to attempt longer-lasting adjustments, such as with Diplomacy checks to change attitude.