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

Combat Codebreaker (Ex)

Source Starfinder Enhanced pg. 39
Level Required 4
You swiftly dissect enemies’ battle jargon, letting you predict their next strategy. As a swift action, you can study two or more foes that you can observe precisely, all of which must be within 60 feet of you and no more than 30 feet apart from each other. Attempt either a Culture or Sense Motive check; the DC equals either 10 + the most powerful foe’s total Sense Motive skill bonus, or 15 + 1-1/2 × the most powerful foe’s CR, whichever is greater. If you succeed, the next time before the beginning of your next turn that one of those creatures makes an attack against one of your allies, that ally gains the benefit of covering fire against the attack. This improvisation has no effect when used to study only one creature. Once you grant an ally this covering fire benefit using this improvisation, you cannot use it again until you take a 10-minute rest to recover Stamina Points.