Skills: The operative gains Bluff and Disguise as class skills but loses Knowledge (religion) and Fly as class skills.
This modifies the symbiat skill list.
Proficiencies: The operative loses proficiency with the longsword, shortbow and shields. Operatives instead gain proficiency with the chakram, garrote, shuriken and all crossbows.
This modifies weapon and armor proficiency.
Covert Training: The Operative gains the Illusion and War spheres as bonus magical talents.
This replaces mental powers.
Logistics: At first level and every 3 levels thereafter the operative may gain one of the following: A bonus magical talent from the Illusion or War spheres, a teamwork feat, squadron feat, or any feat that has the Illusion or War sphere talents as a prerequisite. The operative must meet all prerequisites for feats and talents gained from this feature.
This replaces psionics.
Low Drag (Ex): The operative gains a bonus on Perception and Stealth equal to half his symbiat level.
This replaces ESP.
High Speed (Ex): Ungifted in telekinesis, the pushed movement of the operative is a result of rigorous physical training and is an extraordinary (Ex) ability rather than a supernatural (Su) one. The improved speed is also halved gaining only +5 ft. for every 3 class levels.
This modifies pushed movement.
Always Ready (Ex): Beginning at 5th level, once per round the operative may use an illusion, trick, totem or mandate as a move action. The operative may also spend 2 spell points to use an Illusion or War sphere effect as an immediate action, even if flat-footed. If using an immediate action on a sphere effect during a surprise round, you may only take free actions on your surprise round turn. Sphere effects created using this ability have a maximum duration of 1 round.
This replaces two minds.
Rapid Deployment (Ex): Beginning at 20th level, once per round the operative may use a trick, totem or mandate as a free action. Sphere effects created using this ability have a maximum duration of 1 round.
This replaces greater psionics.