The Intelligence Operative specializes in extracting information from the enemy, and in interfering with his operations. This involves the diabling of both people and equipment at both the right place and time.
Feat: Sneak Attack
Hit Dice: d8
Skills: 6 + int, per level
Class Skills: Appraise, Bluff, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Fly, Intimidate, Knowledge (Architecture), Knowledge (Explosives), Knowledge (History), Knowledge (Local), Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Use Computers
Proficiencies: Simple Weapons, Light Armour
|Level:||BAB:||Fort Save:||Ref Save:||Will Save:||Special:|
|2||+1||+0||+3||+2||Sneak Attack +1d6|
|3||+2||+1||+3||+2||Disabling Strike +1d6|
|5||+3||+1||+4||+3||Sneak Attack +2d6|
|6||+4||+2||+5||+3||Disabling Strike +2d6|
|8||+6/+1||+2||+6||+4||Sneak Attack +3d6|
|9||+6/+1||+3||+6||+4||Disabling Strike +3d6|
At the first level, the Intelligence Operative gains the ability to cause one or more creatures to become fascinated with him. Each creature must be within 100 feet of him, be able to see and hear him, and be capable of paying attention to him. Distractions such as combat prevent this ability from working. Every 3 levels above the first, he can affect an additional creature simultaneously with this ability. Fascinate takes a standard action to being, and a free action each round to maintain.
Each creature within range receives a will save (10+1/2 class levels + cha mod) to negate the effect. If the save succeeds, that creature cannot again be affected for 24 hours. If it fails, the creature gains the fascinated condition as long as the Intelligence Operative maintains this ability. This is a mind-affecting ability that requires audio/visual components to complete.
At 2nd Level and every 3 levels thereafter, the Intelligence Operative deals an extra 1d6 damage when performing a Sneak Attack.
The Intelligence Operative has received special training in rapidly disabling equipment. At 3rd level the Intelligence Operative adds 1d6 to all of his damage rolls against objects within 30 feet of him. This increases by an additional 1d6 every 3 levels thereafter. If he gains this ability from multiple sources, it stacks.
At the 4th level, the Intelligence Operative may add his intelligence bonus to his Disguise, Bluff, and Diplomacy checks.
The Intelligence Operative is well trained at maintaining a variety of disguises, and can add half his class level to all Knowledge and Profession checks.
At the 10th level, the Intelligence Operative gains the ability to make a Suggestion to a creature that he has already fascinated. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate. A will save (10+1/2 class levels + cha mod) negates the effect. Each use can only affect a single creature. This is a mind effecting and language dependant ability.
The Operative influences the target creature by suggesting a course of activity (a sentence or two), which must be worded in such a way as to sound reasonable to the target. Asking the target to do something obviously dangerous automatically negates the ability. This activity can last up to an hour per class level, and can include specific conditions. If it condition is not met before the ability expires, the activity is not performed. A very reasonable suggestion can cause the save to be made at a penalty.