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.

Versatile Movement (Ex)

Source Starfinder Core Rulebook pg. 97
Level Required 10
You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.