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.

Look Out! (Ex)

Source Starfinder Enhanced pg. 59
Level Required 6
Whether you use smoke, holograms, or just a convincing lie, you can convince your enemy that they are surrounded, backing into a trap, or otherwise at risk from some unseen danger. As a move action, you can select a target within melee range. The target must succeed at a Will save or become flat-footed until the end of their turn. If they fail the save, you can spend a Resolve Point to make them flat-footed until the end of your next turn instead.