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

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.

Lightning Draw (Ex)

Source Starfinder Enhanced pg. 60
Level Required 10
You catch your opponent off-guard by arming yourself and attacking before they have an opportunity to defend themselves. You can stand up instead of moving, or draw a weapon when you move, during a trick attack. You can use the kick it up exploit at any point during a move action or trick attack in which you move up to your speed. When you hit an enemy with a trick attack using a melee weapon you were not wielding before you started the trick attack, and when the result of your trick attack exceeds the DC, you can spend 1 Resolve Point to add the difference between the result and the DC as additional damage to the attack.