Archives of Nethys

Pathfinder | Starfinder

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


Main Details | Archetypes | Class Builds | Expertise Talents | Improvisations

Envoy Improvisations

You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.
Language-Dependent Improvisation
Mind-Affecting Improvisation
Sense-Dependent Improvisation

Brace Yourselves (Ex)

Source Starfinder Armory pg. 144
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to AC if adjacent to at least one other ally, as you all position yourselves so that your armor protects you better. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to AC against attacks made by all enemies within 60 feet.

Clever Faint (Ex)

Source Starfinder Core Rulebook pg. 62
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.

At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.

Coordinated Reload (Ex)

Source Starfinder Armory pg. 144
As a move action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to reload or draw a weapon. As part of the move action to activate this ability, you can also reload or draw a weapon. If the ally is adjacent to you, she can draw weapons and use ammunition you are carrying as though she were carrying them herself. The ally can use her extra move action in between her other actions, as well as before or after a full action. A character can use no more than one bonus action from coordinated reload or similar abilities (such as the quick quaff and hurry envoy improvisations) in a single round.

Dispiriting Taunt (Ex)

Source Starfinder Core Rulebook pg. 62
As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect.

At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success.

Don't Quit (Ex)

Source Starfinder Core Rulebook pg. 62
As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.

While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.

At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.

Expanded Attunement (Ex)

Source Starfinder Core Rulebook pg. 62
You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can’t normally benefit from morale bonuses gain that bonus.

Fire Support (Ex)

Source Starfinder Armory pg. 144
When you take a standard action to provide harrying fire and hit the AC of 15 required to do so, you also provide covering fire for the next ally attacked by the target of your harrying fire attacks before your next turn.

Additionally, as a full action, you can make two ranged attack rolls against two different targets, taking a –4 penalty to each attack roll, to apply harrying fire to each target hit. For each target that you successfully apply harrying fire to, you also provide covering fire for the next ally that is attacked by either target before your next turn.

Get 'Em (Ex)

Source Starfinder Core Rulebook pg. 62
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Inspiring Boost (Ex)

Source Starfinder Core Rulebook pg. 62
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Look Alive (Ex)

Source Starfinder Core Rulebook pg. 62
When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.

Not in the Face (Ex)

Source Starfinder Core Rulebook pg. 62
As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn.

At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.

Quick Quaff (Ex)

Source Starfinder Armory pg. 144
As a standard action, you can grant a single standard action to an ally within 60 feet. The ally can use that action during her next turn to draw or drink a serum or draw or inject a spell ampule. As part of the action to activate this ability, you can also draw a serum or spell ampule, or if you used a standard action, drink a serum or inject a spell ampule. If the ally is adjacent to you, she can draw serums and spell ampules that you are carrying as though she were carrying them herself. The ally can use her extra action in between her other actions, as well as before or after a full action. A character can use no more than one extra action from quick quaff or similar abilities (such as the coordinated reload or hurry envoy improvisations) in a single round. 4th Level You must be at least 4th level to choose the following envoy improvisation.

Universal Expression (Ex)

Source Starfinder Core Rulebook pg. 62
When using a language-dependent improvisation that affects an enemy, you can use the improvisation against that enemy even if the two of you do not share a language.

Watch Your Step (Ex)

Source Starfinder Core Rulebook pg. 63
When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonus to that saving throw.

At 6th level, you can spend 1 Resolve Point to have the ally roll twice on the saving throw and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability.

4th Level

You must be at least 4th level to choose the following envoy improvisations.

Clever Attack (Ex)

Source Starfinder Core Rulebook pg. 63
You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.

Duck Under (Ex)

Source Starfinder Core Rulebook pg. 63
You can duck under a foe’s melee attack, causing it to overextend and move into a position more favorable to you. You must take the total defense action (see page 247) to use this ability. If, before the start of your next turn, a foe misses you with a melee attack, as a reaction you can attempt a reposition combat maneuver with a +8 bonus to your attack roll against that foe.

Focus (Ex)

Source Starfinder Core Rulebook pg. 63
As a standard action, you can encourage a single ally within 60 feet to focus on the danger at hand. If that ally is flat-footed or off-target, you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round.

Hurry (Ex)

Source Starfinder Core Rulebook pg. 63
As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Long-Range Improvisation (Ex)

Source Starfinder Core Rulebook pg. 63
Double the range of your improvisations with ranges of at least 30 feet.

Quick Dispiriting Taunt (Ex)

Source Starfinder Core Rulebook pg. 63
You can use dispiriting taunt as a move action instead of a standard action. You must have the dispiriting taunt envoy improvisation to choose this improvisation.

Quick Inspiring Boost (Ex)

Source Starfinder Core Rulebook pg. 63
You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation.

Terrifying Blast (Ex)

Source Starfinder Armory pg. 144
When you throw a grenade, each creature within the radius of the explosion that fails its Reflex save against the grenade and takes damage from it must succeed at a Will save or gain the shaken condition for 1 round. This is a fear effect.

Watch Out (Ex)

Source Starfinder Core Rulebook pg. 63
As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone.

At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.

6th Level

You must be at least 6th level to choose the following envoy improvisations.

Bedside Manner (Ex)

Source Starfinder Armory pg. 144
When you make a Medicine check to treat deadly wounds or successfully aid another for another creature’s Medicine check to treat deadly wounds, if the Medicine check is successful you can add your Charisma bonus to the number of Hit Points recovered as a result of the skill check. Additionally, when you make a Medicine check to treat disease or treat drugs or poison, or successfully aid another for another creature’s Medicine check to do so, if the Medicine check is successful, the saving throw bonus granted by the skill checks increases to +6. If the associated saving throw succeeds, it counts as two consecutive successes for the purposes of curing the intended affliction.

Clever Improvisations (Ex)

Source Starfinder Core Rulebook pg. 63
The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.

Draw Fire (Ex)

Source Starfinder Core Rulebook pg. 63
As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks they make that don’t target you until the end of your next turn. This penalty remains even if you and an enemy move more than 100 feet away from each other, and enemies that weren’t within 100 feet when you used draw fire don’t take the penalty if they later come within range.

Heads Up (Ex)

Source Starfinder Core Rulebook pg. 63
When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.

Improved Get 'Em (Ex)

Source Starfinder Core Rulebook pg. 63
Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.

Trust Your Gear (Ex)

Source Starfinder Armory pg. 145
As a move action, you can select an ally within 60 feet. Until the start of your next turn, that ally gains one of the following benefits: he can treat the armor check penalty of his armor as 4 lower than normal (to a minimum of 0); he can ignore the penalties for using armor or a weapon he is not proficient with; or he can ignore the broken condition of an item he is wearing or using.

8th Level

You must be at least 8th level to choose the following envoy improvisations.

Desperate Defense (Ex)

Source Starfinder Core Rulebook pg. 64
As a move action, you can cause one ally adjacent to you to not be considered helpless (see page 276) for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first.

Expert Attack (Ex)

Source Starfinder Core Rulebook pg. 64
As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn.

Hidden Agenda (Ex)

Source Starfinder Core Rulebook pg. 64
You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.

Improved Brace Yourselves (Ex)

Source Starfinder Armory pg. 145
Your morale bonus from brace yourselves increases to +2. When you use this ability, each ally within 60 feet may also drop prone as a reaction. You must have the brace yourselves envoy improvisation to choose this improvisation.

Improved Hurry (Ex)

Source Starfinder Core Rulebook pg. 64
You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation.

At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action.

Improved Terrifying Blast (Ex)

Source Starfinder Armory pg. 145
When you use the terrifying blast envoy improvisation, the amount of rounds that creatures are shaken due to failing the Will save increases to 1d4+1 rounds. You must have the terrifying blast envoy improvisation to choose this improvisation. This is a fear effect.

Situational Awareness (Ex)

Source Starfinder Core Rulebook pg. 64
If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.)

Sustained Determination (Ex)

Source Starfinder Core Rulebook pg. 64
As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.