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
Drone


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

Bedside Manner (Ex)

Source Starfinder Armory pg. 144
Level Required 6
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.