source: Starfinder Core Rulebook
Found 1604 matches
Improved Quick Movement
[Level: 6]
You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit.
Improved Resistant Energy
[Level: 14]
Choose an additional energy type from resistant energy. You gain resistance 15 against both this and your original energy type. You must have the energy shield and resistant energy mechanic tricks to learn this trick.
Improved Sidestep
Prerequisites: Dex 17, Mobility or trick attack class feature, Sidestep.
You keep your mobility when sidestepping foes’ melee attacks.
Improved Stand Still
Prerequisites: Stand Still.
You are particularly skilled at stopping foes in their tracks.
Improved Unarmed Strike
You have trained to make your unarmed attacks lethal and strike with kicks, head-butts, and similar attacks.
Improved Uncanny Mobility
[Level: 10]
When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit.
In Harm’s Way
Prerequisites: Bodyguard
You put yourself in danger’s path to save your allies.
Incapacitator
Level: 9
Price: 14,200
Bulk: L
Damage: 3d4 B
Critical: Staggered
Special: Nonlethal, Operative, Powered (capacity 20, usage 2)
Incendiary Grenade, Mk 1
Level: 2
Price: 375
Bulk: L
Damage: 1d6 F
Critical: —
Range: 20 ft.
Capacity: Drawn
Usage: None
Special: Explode (1d6 F, 1d4 burn, 5 ft.)
Incendiary Grenade, Mk 2
Level: 6
Price: 1,040
Bulk: L
Damage: 2d6 F
Critical: —
Range: 20 ft.
Capacity: Drawn
Usage: None
Special: Explode (2d6 F, 1d6 burn, 10 ft.)