Special Training Opportunities

Airborne Operations (Dex 11+)
     Held by elite soldiers and some civilian extreme sportsmen, Para-Operations gives characters
experience and training in parachuting.  They are able to operate while in free-fall or while hanging from
a parachute.  Characters with this STO gain a +3 to their Tumble checks after landing from a jump, and
may take one partial action per round while suspended from a falling parachute.

Arctic Operations (Con 12+)
     Held by civilian survivalists and elite soldiers, this STO teaches the character how to thrive in cold,
arctic climes.  They may use their Survival skill to survive in winter climes, may add Survival to their
class skill list, and may retain bonuses from the Guerilla Operations and Tracker STOs while in the arctic. 

Analyst (Int 14+; Knowledge(field) 5)
     Given frequently to civilians acting as researchers and investigators, Analyst training allows a
character with a knowledge of a given field to make predictions and gather information on that field.  By
making a Knowledge(field) check, the character can develop theories and probably outcomes about his
knowledgeable field.  For example, an Analyst in the field of Terrorism can make a check to determine
which local politician will likely be the next target, or can try and determine what the terrorists' plan of
action is.  Analysts also receive an extra +4 to Gather Information and Search checks relating to their
field of knowledge.

Aquatic Operations (Swim 3)
     A specialty of naval military units, though also possessed by some civilians, this special training allows
the character to properly set up and operate SCUBA gear.  They are familiar with most SCUBA gear, and
can set it up for themselves and others.  Due to familiarity with the gear, they do not suffer Swim penalties
for the weight of the SCUBA equipment.  Benefits gained through Guerilla Combat are not lost in the
water if the character takes this STO.

Artillery Training (Int 12+)
     Using mortars and larger types of artillery is both an art and a science.  Characters with this STO are
trained in using either type of device.  They may set up and fire an artillery weapon using their Use
Device skill, which becomes a class skill if it isn't already.  Characters with this special training frequently
are paired up with others with the Forward Observer training.  If functioning with a Forward Observer,
the man firing the artillery may add the Forward Observer's Int modifier to his skill check.

Bodyguard (Str 12+, Wis 11+; base attack 3)
     Belonging to security agencies, spy agencies, and militaries, Bodyguards are generally Protectors who
have been trained in the art of security and protection.  They put themselves in the line of fire to protect
their subject, and are skilled in picking possible threats out of a crowd.  Characters taking the Bodyguard
STO gain a +2 to Spot and Search checks.  Also, because they are trained to react quickly, they gain the
Uncanny Dodge ability, and may retain their Dex bonus to Defense if they are surprised or caught
flat-footed.  They also generally take Point Blank Shot, Close-Quarters Combat, and, if they work in
teams, Squad Combat.

Burglar (Str 11+, Dex 12+)
     Found almost exclusively among criminals, Burglars are those who specialize in getting in to places others can't.  By climbing, jumping, and stealthy, Burglars can make their way into buildings and structures.  They also frequently take the Lockpick and Security Expert STOs, to work past any mechanical opposition they might encounter.  Burglars gain Climb as a class skill and gain a +2 bonus to Balance and Jump checks.

Close-Quarters Combat (Int 12+; Point Blank Shot; ranged attack +4)
     Training given to soldiers and policemen, Close-Quarters Combat specifically trains combatants to
operate in tight, cramped spaces.  They are trained to shoot around obstacles, and to have very accurate
shots.  All combatants with this feat do not suffer the normal penalties for firing into melee, and gain an
additional +1 to attack when within 30'.

Combat Reflexes (Dex 11+)
     This character is capable of reacting very quickly in combat.  He may make multiple attacks of opportunity, equal to 2 plus his Dexterity modifier.

Computer Expert (Int 14+; Computer Use +5)
     Held by intelligence and law enforcement agencies, Computer Experts are capable of recovering data
from hard drives, breaking into databases, and a variety of other services.  Characters taking this STO
should also consider the Analyst STO, with a focus in cryptography.  Characters taking this STO may add
the Craft(computer programs) skill to their class skill list, and gain a general +2 to Computer Use checks.

Con Artist (Int 11+, Cha 13+)
     Experts at deception, Con Artists make their livings by fooling and deceiving people out of their money.  Con Artists are almost always criminals.  They may add Charm to their class skills, and gain a +2 to Bluff and Diplomacy checks.

Connected (none)
     The most valuable tool for any spy is information, and to get that information, a character needs contacts.  In Call of Duty, this is handled by the Contacts quasi-skills (see the Contacts section for details on this).  Characters taking the Connected STO are particularly well connected, and gain an extra 3 Contacts points, to be divided into any fields the character has access to, just like his starting Contacts (once again, refer to the Contacts section on the Character Creation page).  This STO may be taken many times.

Counter-Intelligence (Int 13+)
     A must in any modern-day military, intelligence, or domestic law enforcement office,
Counter-Intelligence specialists hinder and inhibit the efforts of spies from other countries, and protect the
secrets of their nations.  Frequently, Counter-Intelligence officers belong to a federal law enforcement
agency, such as the FBI, though most militaries frequently have a counter-intel department as well. 
Military Counter-Intelligence experts almost always take the Military Investigator feat as well. 
Counter-Intelligence adds Search to a character's class skill list, and grants them a +2 to
Interrogate and Gather Info skill checks.

Counter-Terrorist (Dex 11+, Int 11+; ranged attack +5)
     Soldiers and police officers have been known to receive Counter-Terrorist training.  A special form of
combat relying on surprise and quick action, this training allows a character to quickly take out their
opponents, without risking hostages.  It is often paired with Close-Quarters Combat and Squad Combat
training.  Counter-Terrorist training grants a +4 to Initiative the round after the characters surprise their
enemies, and also grants a +1 to attack with Submachine Guns, the weapon of choice for
Counter-Terrorists.  The Initiative bonus is not cumulative with the similar bonus acquired through
Guerilla Operations training.

Deepcover Training (Int 13+, Cha 13+; Bluff +8, Charm +5)
     Used only by espionage organizations, Deepcover Training is given to those who must pose as an
entirely different person for a long, extended period of time.  They must choose their cover occupation. 
They receive Profession(their cover) and two related Crafts, Knowledges, or Professions as class skills. 
They may also multi-class into another class, which includes their cover occupation.  This other class does
not count against the character's total number of multi-class classes, and cannot give him any penalties to
experience.

Demolitions Training (Int 11+)
     A helpful skill for any number of occupations, Demolitions training allows characters to set up
explosive devices.  They may add Demolitions to their class skills, allowing them to set up and dismantle
explosives.  Characters taking this STO also gain a +3 to Electronics checks, due to their familiarity
with timers and circuitry needed to use detonators.

Desert Operations (Con 12+)
     Held by soldiers operating in dry, sandy climes, and by natives of those regions, this training gives the
character the skills he needs to survive and operate in desert climes.  Desert Ops specialists can use their
Survival skill to survive in the desert, and may add it to their class skill list, if they don't already have it. 
They are also given endurance training for progressing with less water, and gain a +4 to endurance checks
due to a lack of water.  Also, benefits for combat gained by the Guerilla Operations and Tracker STOs are
not lost in the desert if the character also takes this STO.

Disguise Training (Int 11+, Cha 10+)
     Most commonly used in espionage agencies, Disguise Training allows a character to use make up and
cause himself to appear as an entirely different person.  Characters with this special training may add
Disguise to their class skills.  Also, they gain a +2 bonus to Bluff checks, due to the extra training they've
received in deception.

Double-Tap Training (Rapid Shot; ranged attack +3)
     A very common maneuver among counter-terrorists, law enforcement, and body guards, the Double-Tap is a maneuver that consists of a regular shot to the body of an opponent, than a shot to the head, aka a Critical Shot (refer to the Combat section).  With this STO, if the character makes a normal attack using their Rapid Shot feat, and that is followed by a critical shot, than they may disregard the normal -2 penalty to the second shot from the Rapid Shot STO.

Engineer (Int 11+)
     Essential for the maintenance of vehicles in any modern military, Engineers are common specialists in any military.  They are generally focused on the mechanical aspects of vehicles, though are also familiar with electronics. Characters taking the Engineer STO gain Mechanics as a class skill, and a +2 to Electronics checks.

Escape and Evasion Training (Dex 11+) 
     Given to spies and special ops soldiers, Escape and Evasion is a special class that teaches one how to
evade enemies while in enemy territory.  Characters with this training gain +2 to Disguise and Move
Silently checks, and a +4 to Hide checks.  It is commonly paired up with one of the terrain-operations
STOs, either Arctic, Desert, or Jungle.

Evasionary Tactics (Dex 11+)
     Commonly held by special ops soldiers, spies, and criminals, this special training teaches one how to
sneak around and avoid notice.  The character may take Move Silently as a class skill, and gains a +3
bonus to Hide checks.

Foreign Language Training (Int 12+)
     Held by espionage agents and some specialized special ops soldiers, this special training teaches the
character a new language.  Any character taking this STO may add a Language skill to their class skills.

Forgery (Int 11+)
     Important to spies and criminals, Forgery allows a character to create falsified documents, that look
like the real thing.  They can create whole new identities for characters in trouble with the law. 
Characters with this special training may add Forgery to their class skills.  If taken with the Computer
Specialist STO, this feat allows for the creation of false online documents as well, and using advanced
technology to aid in forging documents grants a +5 bonus to the Forgery roll, with a successful Computer
Use roll vs DC 15.

Forward Observer (Int 12+)
     Often paired with artillerymen, Forward Observers go ahead of their team-mated, and relay back
directions for firing through a radio.  This is a great boon to the artilleryman, and allows him a far more
accurate shot.  It allows him to add the Forward Observer's Intelligence modifier to his skill check.

Guerilla Operations (Dex 11+, Int 11+; ranged attack +3)
     Used almost exclusively by elite military units, characters with Guerilla Ops are trained in light
fighting tactics and strategy.  They have also been through frequent drills, and have developed their own
technique of combat when participating in surprise and guerilla operations.  Guerilla Ops specialists
frequently also take Point Blank Shot, Squad Combat and/or either Arctic, Jungle, Desert or Aquatic Ops. 
They gain a +1 to Initiative in general, and gain a +4 to Initiative the round after they surprise their
enemies.  This second bonus to Initiative is not cumulative with bonuses gained from the
Counter-Terrorist STO.  Guerilla Ops experts also gain a +3 to Hide checks.  However, the Hide bonus is
lost in climes unfamiliar to the Guerilla Ops specialist, and functions only in temperate climes unless the
character also has the terrain-operations special training (either Aquatic, Arctic, Desert, or Jungle) that
corresponds with the area in which he is acting.

Handler (Int 12+, Cha 11+; Language(any) +5)
    The key players in most intelligence agencies and some criminal organizations, Handlers are those who go in to foreign locations and locales and recruit spies from the native populace.  They are generally the only ones responsible for contacting and talking with spies, and frequently acquire personal relationships with them.  Frequently, they take the Connected STO numerous times as well.  Handlers gain a +2 to their Diplomacy, Gather Information, and Sense Motive checks.  They also gain 2 extra Contacts points (see the Contacts section of the Character Creation page) which they may distribute in any fields they like.

Impersonation (Cha 13+)
     An important skill held by spies, Impersonation is training given to operatives who need to deceive others, and appear to be someone else.  It is frequently paired with Disguise Training.  Characters taking this STO gain Charm as a class skill, and gain a +2 bonus to Bluff and Entertain(acting) checks.

Improved Two-Weapon Combat (Two-Weapon Combat)
     Just as some characters train themselves to use two weapons, some also become quite proficient at it. 
Taking this STO allows a character a second attack at an additional -5 to attack with the weapon in his
off-hand.

Intelligence Officer (Int 13+)
     Present in any organized military, Intelligence Officers are specialists who work in their military's intelligence branch.  They frequently work with their nation's intelligence agency.  They may be responsible for interrogations, counter-intelligence, or advance scouting in urban areas.  Taking this STO allows a Soldier to multi-class into an Operative without it counting against his class totals for multi-classing.

Interrogator (none)
     A necessary but messy job, Interrogators are experts at extracting information from subjects, either through subtle prompting or out-right torture.  They are present in most militaries and intelligence agencies.  Interrogators gain Interrogate as a class skill, and gain a +2 to Intimidate and Sense Motive checks.

Jungle Ops (Con 12+)
     Common among soldiers operating in tropical climes, this STO teaches the character how to thrive in
warm, wet, humid climes.  They may use their Survival skill to survive in the jungle, may add Survival to
their class skill list, and may retain bonuses from the Guerilla Operations and Tracker STOs while in the
jungle.  These characters also gain a +2 to Hide attempts while in the jungle, due to its natural cover.

K-9 Corps (Wis 12+)
     Found in military and law enforcement agencies, K-9 Corps are expert agents who team up with highly
trained canines.  They use their dogs' powerful olfactory senses to detect explosives, drugs, or escaped
criminals.  Characters taking this feat gain a +3 to Handle Animal checks dealing with canines, and may
add that skill to their class skill list if it is not already on there.  At the GM's discretion, they may also
start with a trained canine companion.  Use the Riding Dog stats from the Monster Manual.

Lockpick (Dex 11+)
     Most commonly held by criminals, though sometimes held by law enforcement agents and spies,
Lockpick is a special training that teaches a character to open mechanical locks with a set of picks. 
Characters with this special training may add Open Locks to their set of class skills.

Martial Artist (Dex 12+; Unarmed Strike)
     Held by some elite soldiers and spies, as well as some civilian athletes, this special training teaches a
character to use his agility in melee combat.  They may attack fast and furiously, and use their flexibility
to avoid being hit and to hit their opponents.  This allows them to use their Dex modifier instead of their
Str modifier when attacking in melee, with or without weapons.

Melee Combat (base attack 3; Unarmed Strike)
     A common specialty in military circles, Melee Combat is training that turns a character into a
specialized melee combatant.  They receive a +1 bonus to attack and damage when attacking in melee
combat, with or without weapons.

Medical Training (Int 12+)
     A must have in any military, Medical Training is given to field medics and common soldiers so that
they may aid and help the wounds of their allies.  Also, many civilians take this training, as well as law
enforcement officials.  Characters with this STO may add First Aid to their class skill list. 

Military Intelligence (Int 13+)
     A common MOS among special ops soldiers, Military Intelligence teaches soldiers to act as intelligence agents.  Though not full-fledged Intelligence Officers, Military Intelligence specialists provide a valuable skill to the military.  Characters taking this STO gain a +2 bonus to Gather Info, Interrogate, and Search skill checks.

Military Investigator (Int 13+)
     Frequently paired with Military Police, Military Investigators are found in most branches of first-world
militaries.  They act as the investigating arm of the Military Police, and interact with all manner of law
enforcement agencies.  Many are trained in Counter-Intelligence.  Characters taking this STO may
multi-class from a Soldier to an Investigator, and may advance in both classes at the same time without
changing careers.

Military Police (Int 11+, Wis 12+)
     Found on most military bases, military police keep law and order on military bases, and also guard
prisoners of war and convicts.  They are generally smarter than the average soldier, and almost always
have a deep-abiding respect for the law.  Characters taking this feat may multi-class from a Soldier to a
Protector, and still progress in both classes without changing careers.

Military Specialist (Int 13+)
     One reason why people join the military is for the career opportunities that it presents.  Lawyers,
doctors and scientists all have a place in the military as Military Specialists.  By taking this STO, the
character may multi-class into a Civilian or Academic class from his Soldier class and progress in to 

Negotiator (Int 14+, Cha 13+)
     Common in police agencies, and present in some military and spy agencies, Negotiators are people
who are experts at dealing with the enemy.  Hostage negotiators may talk down violent suspects for a
police agency, while other negotiators might negotiate the release of POWs.  In police agencies they
frequently work with SWAT teams, while in the military, they are frequently also members of
military-intelligence.  Characters taking this STO basicly embark on a whole new career, dedicated solely
to negotiation and dealing with other people.  They may multi-class into a Civilian class, without it
counting against their class totals for multi-classing purposes.  This class must choose its class skills from
the skills of Bluff, Charm, Diplomacy, Gather Information, Interrogation, Intimidate,
Knowledge(psychology), Knowledge(sociology), and Sense Motive.

Observation (Wis 12+)
     Important for cops and spies, Observation is training given on the best way to watch targets.  It teaches them where to set up cameras and observation posts, and what their targets are likely to do in retaliation.  It is often paired with Surveillance, which allows the character to use bugs and other electronic devices.  Characters using electronic devices gain a +4 to any Listen or Search checks taken during the period of observation.  Characters taking Observation gain a +2 bonus to Listen and Search checks, and a +2 bonus to Spot checks during a period of concentrated observation (i.e., staked out in front of someone's house, etc.).

Pickpocket (Dex 11+)
     Common among criminals and sometimes given to spies, this STO teaches a character a number of sleight of hand tricks.  Characters taking this STO gain Prestidgitation as a class skill, and gain a +2 to checks with that skill.

Pilot (Dex 12+, Int 12+)
     Given to members of almost any kind of career, this training indicates that they have received training
in how to pilot some manner of vehicle for purposes relating to their career.  They gain Pilot as a class
skill, and receives a vehicle Proficiency in the type of vehicle which they are going to use.

Point Blank Shot (none)
     A specialty of law enforcement officers, and frequently taken by soldiers, spies, and criminals, Point
Blank Shot means the character is an expert at close-ranged attacks, and has trained heavily with firearms
at ranged less than 30'.  When firing at an opponent within 30' with a ranged weapon, the character gains
a +1 to attack and damage.

Police Detective (Int 12+)
     As opposed to the Protectors who are the meat and bones of police departments, the Detectives are the brains.  Brought out of the ranks of the beat cops, Detectives perform investigations and solve cases for the department.  Taking this STO allows a Protector to multi-class into an Investigator without it counting against his total number of classes for multi-class purposes.

Proficiency (none)
     Held by every occupation, Proficiencies are training in the use of a type of armor, weapon, or vehicle. 
This STO, which may be taken numerous times to apply to a variety of equipment, allows you to use a
new type of weapon, armor, or vehicle without penalty for not being familiar with it.  The possible choices
for weapon proficiencies are Automatics, Bayonets/Spears, Clubs, Knives, Indirect Fire, Rifles, Rockets, and Sidearms.  The possible choices for armor proficiencies are Light, Medium, and Heavy.  And the possible choices for vehicle proficiencies are Automobile, Boat, Sailboat, Motorcycle, Truck, Light Airplane, Civilian Helicopter, Military Helicopter, Light Aircraft, Passenger Aircraft, Combat Aircraft, Fighter Jet, and Exotic (such as Hang-Gliders or Jetskis).

Profiler (Int 13+, Wis 13+)
     An essential resource in modern investigation, Profilers can predict the actions and mannerisms of suspects from some basic information about them.  Profilers are essentially a separate specialized class.  Characters taking this STO may multi-class into an Academic class, but must choose their class skills from the following: Craft(criminal profile), Diplomacy, Gather Information, Knowledge(psycology), Knowledge(sociology), Search, and Sense Motive.  Craft(criminal profile) allows the character to creat a profile of a suspect, if paired with a successful Knowledge(psychology) check.  Such a profile grants a likely description of the suspect, and +4 to Search and Sense Motive checks directed against that peson.

Rapid Shot  (Dex 13+)
     Possibly held by nearly any type of character, Rapid Shot allows characters to unload more shots than
normal in their turn.  They get an extra attack at their max bonus, but suffer a -2 to all attacks that round. 
Only full attacks receive this bonus.

Security Expert (Int 12+; Electronics +5)
     Common among criminals and in the private security field, Security Experts are skilled technicians
whom are intimately familiar with electronic security systems.  They can install such systems, or bypass
them.  Characters with this STO gain an extra +3 to Electronics checks relating to security systems, and
may use their Use Device skill (which becomes a class skill if not already so) to bypass a security system
from its control panel, or their Electronics check to disarm it on a particular area, such as a window or
door.

Seduction (Cha 13+; Attractive personal feat)
     A skill given in secret to many spies and allies of intelligence agencies, Seduction teaches a character to appeal to the opposite sex, and to influence them.  It does not usually entail actual sex, merely subtle hints and promises used to push a target one way or another.  Characters taking this STO gain a +2 to Bluff and Charm attempts, and gain a +2 to oppose Sense Motive checks.

Sharpshooter (Int 12+; Rifle proficiency; ranged attack +6)
     A very specific science, the art of the Sharpshooter is used by soldiers, spies, and criminals to take out enemies as if from no where.  A Sharpshooter is a valuable addition to any team, and is a crack shot with a rifle.  Characters with this STO may add their Intelligence and Wisdom modifiers to aimed shots with sniper rifles.

Smuggler (Int 11+)
     Held almost exclusively by criminals, this STO gives a character the ability to sneak goods out of a country, and make a profit on them.  Every Smuggler has a specialty product, such as stolen art or drugs.  They gain Knowledge(their specialty), which can be used to appraise the value of an example of their specialty.  They also gain a +2 to Bluff, Diplomacy, and Disguise checks when they deal with bargaining or hiding goods from the authorities.

Special Deployment (Str 12+)
     Held by military and SWAT units, this STO trains characters to use ropes and rappel from buildings or helicopters.  Using a rope and caribeaner, the character gains teh ability to take a partial action each turn that he is rappelling, as opposed to no action like most people.

Squad Combat (Int 12+)
     Characters with this STO are trained specifically to work as a team.  Due to over-lapping fields of
cover and special training, Squad Combat experts gain bonuses when other Squad Combat experts are
nearby, and working with him.  Every Squad Combat expert gains a +1 to attack, initiative, and defense
for every other character with the Squad Combat STO that is within 10', or is within 10' of a 'connected'
character, whom is within 10' of the character.  There is a maximum +4 bonus.

Surveillance (Wis 12+)
     Used primarily by spies, but also by some law enforcement, Surveillance trains a character in the use of electronic monitoring devices.  Characters may make Bluff checks to hide bugs and cameras, Use Device checks to set a device to pick up a specific detail (such as which keys the target types on his computer), and Electronics checks to tap into phone lines and other such information relays.  Characters taking this STO gain +2 to all such checks when they relate to electronic surveillance.

Tracker (Search +5)
     Common with civilian hunters and some military units, the Tracker STO allows a character to stalk
and follow enemies through the wilderness.  Using their Search skill, these characters may track their
targets just as stated in Tracking feat in the PHB.  However, it only works in temperate climes, unless the
character also takes the Arctic Ops, Desert Ops, or Jungle Ops STOs, so that they are familiar with
functioning in these terrains.

Trailing (Dex 12+)
     Important to spies and law enforcement officers, Trailing teaches a character to follow opponents without being noticed.  They gain a +2 bonus to Disguise, Hide, and Move Silently checks.

Two-Weapon Combat (none)
     Generally a self-taught skill, Two-Weapon Combat indicates the character is capable of using two
weapons, be they melee or firearms, at the same time, one in each hand.  It reduces his normal penalties
for combat, as the Two Weapon Fighting feat in the PHB, and gains a single extra attack at full bonuses
with the weapon in his off-hand.

Unarmed Combat (Unarmed Strike)
     Once a character has learned to defend himself in combat, he than learns how to do increased damage.  Characters taking this STO deal 1d6 damage with an unarmed strike, not just 1d3.

Unarmed Strike (none)
     Given to military personnel, police officers, some spies, and a variety of other careers, Unarmed Strike
is the ability to fight in combat with someone else without weapons, and to not open one self up to attack
by doing so.  Any character taking this STO does not provoke attacks of opportunity by attacking someone
else unarmed.

Undercover (Int 11+, Cha 13+; Bluff +5)
     Commonly held by law enforcement officers and spies, the Undercover STO indicates the character
frequently travels under an alias.  This generally is not a full identity, merely a few papers indicating an
alternate, false profession and identity.  Characters taking this STO gain Profession(their cover) as a class
skill.

Vehicle Focus (proficiency in vehicle)
     Given to many police officers and bodyguards, Vehicle Focus trains a character to react quickly in a given type of vehicle.  Every character taking this STO chooses a type of vehicle which they have proficiency in.  When piloting that vehicle, the character receives a +2 to Initiative.

Weapon Focus (proficiency in weapon)
     Many agents of a variety of agencies become familiar with and more comfortable with a particular type
of weapon, be it melee or firearm.  They may pick that type of weapon, such as Sidearms, Automatics,
etc., and receive a +1 bonus to attacks with that weapon.  They may also take Unarmed as a focus, gaining
a +1 bonus to unarmed attacks.

Wilderness Survival (none)
     Given to many soldiers and some civilians, Wilderness Survival teaches characters to survive in a temperate wilderness.  Any character taking this STO may add Survival to their class skill list.