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.

Catch Off Guard (Ex)

Source Starfinder Enhanced pg. 59
Level Required 6
You’ve learned how to wield any object as though it were an effective weapon. When using a one-handed non-weapon object as an improvised weapon, you can treat it as though it has the operative special weapon trait, and you can ignore all penalties to attacks with a weapon because it is improvised. You must have the shank exploit to learn this exploit.