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.

Terrain Concealment (Ex)

Source Galaxy Exploration Manual pg. 23
Level Required 10
When you perform a trick attack, you make exceptional use of nearby cover and concealment until the beginning of your next turn. If you have partial cover or cover and would be hit by an attack or fail a Reflex save, you can spend 1 Resolve Point as a reaction to increase the cover’s bonus to your AC and Reflex saves by 2 against that effect; this ability can cause the attack to miss or cause your saving throw to succeed. If an attack would hit you while you have concealment, but the miss chance for concealment hasn’t yet been rolled, you can spend 1 Resolve Point as a reaction to increase the miss chance for concealment by 10% (maximum 35% miss chance). If the triggering attack misses, you can immediately take a guarded step.