Archives of Nethys

Pathfinder | Starfinder

Envoy | Mechanic | Mystic | Operative | Solarian | Soldier | Technomancer

Main Details | 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.

Improved Quick Movement (Ex)

Source Starfinder Core Rulebook pg. 96
Level Required 6
You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit.