Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper
Drone


Main Details | Alternate Class Features | Archetypes | Class Builds | Exploits | Specializations

Operative Exploits

You learn your first operative exploit at 2nd level, and an additional exploit every 2 levels thereafter. Operative exploits require you to have a minimum operative level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other exploits.

Alter Poison (Ex)

Source Starfinder Enhanced pg. 59
Level Required 6
You’ve learned how to work with the chemical composition of different poisons. You can take 1 minute and spend 1 Resolve Point to alter the type (between injury, ingested, or inhaled) of up to one dose of poison per your operative’s edge bonus. At 12th level, you gain the ability to alter the effects of your poison in addition to its delivery method. When you spend 1 minute altering your poison, you can spend 1 RP to change the poison’s track from one ability score to another. Any alterations are unstable and last only 24 hours. You can spend one minute to revert any number of doses of altered poisons from one type to another, returning them to their original containers even if they were consumable (ingested) or already applied to a weapon (injury).