Archives of Nethys

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

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Alternate Class Features | 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

Become the Robot (Ex)

Source Starfinder Enhanced pg. 39
Level Required 6
As a standard action, you can adjust your stance and behavior to deceive nearby constructs into mistaking you for another construct that’s authorized to be nearby. Affected constructs barely notice you, taking a –4 penalty to Perception checks to observe you and having a starting attitude of indifferent toward you. The first time a construct observes you, it can attempt a Will save to see through the disguise, becoming immune to its effect for 24 hours if it succeeds; a construct applies its Intelligence modifier to this Will save, making unintelligent constructs especially easy to fool. A construct can attempt an additional saving throw to become immune to the effect if it observes you performing prohibited actions, like trying to enter a highly restricted area or rigging explosives. A construct automatically succeeds at the saving throw if it observes blatantly hostile actions, like your attacking one of its allies. You can maintain this improvisation for up to 1 hour, after which you need to stretch and move normally for an equal amount of time before you can use the improvisation again.
At 10th level, you can spend 1 Resolve Point and use this ability as a full action to grant its effects to a number of allies equal to your Charisma modifier. The effect ends for an ally if they end their turn without line of sight to you.