source: Starfinder Core Rulebook

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Quick Disguise
[Level: 2]

Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Uncanny Mobility
[Level: 2]

When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.

Uncanny Pilot
[Level: 2]

When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Bleeding Shot
[Level: 6]

For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.

Certainty
[Level: 6]

You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243).

Debilitating Sniper
[Level: 6]

You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks.

Enhanced Senses
[Level: 6]

You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Hampering Shot
[Level: 6]

For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.

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.

Interfering Shot
[Level: 6]

For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn.