Archives of Nethys

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

Biohacker | Envoy | Mechanic | Mystic | Nanocyte | Operative | 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.

Teleport Trace (Su)

Source Galaxy Exploration Manual pg. 23
Level Required 14
As a reaction when you observe a creature casting a spell or using a supernatural ability with the teleportation descriptor (such as dimension door), you attempt a Survival check whose DC equals 10 + 1-1/2 the creature’s CR. If you succeed, you learn the creature’s destination. This knowledge is precise if the creature traveled to a location within 2,000 feet of you or traveled to a location that’s familiar to you. For a distant location you’ve never visited or studied, you sense the creature’s general coordinates, narrowing down its destination to a town or 5-mile-radius region, but not its exact location.