Archives of Nethys

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

Biohacker | Envoy | Mechanic | Mystic | 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.

Experiential Learning (Ex)

Source Starfinder #32: The Starstone Blockade pg. 52
Level Required 10
After failing a saving throw against a magical effect with a duration longer than 1 round, you can attempt a second saving throw the following round to shake off the effect. If you succeed on this second saving throw, you gain a +2 insight bonus to saves against magical effects produced by the creature whose effect you just saved against; this bonus lasts for 24 hours.