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

Doooom! (Ex)

Source Starfinder Enhanced pg. 40
Level Required 8
When you use this ability, choose either a 120-foot line, a 60-foot cone, or a 20-foot radius burst within 60 feet of you. As a standard action, you fearsomely foretell the devastation that your next attack will inflict on creatures in the area, convincing them to scatter. Attempt a Bluff or Intimidate check, applying the result to each enemy in the area; the DC equals either 10 + the creature’s total Sense Motive skill bonus, or 15 + 1-1/2 × the creature’s CR, whichever is greater. Unless you are wielding a weapon-like object, using a supernatural ability with a fearsome appearance (like token spell or activating a solarian’s stellar attunement), or leveraging some other obvious prop to make your threats, you take a –4 penalty to the skill check.
Each creature against which your check succeeds must do one of the following on its next turn: fight defensively, use the full defense action, move out of the area, or move to an area that grants them cover against your attacks. Whether your check succeeds or not, you cannot affect that creature with this improvisation again for 24 hours. This is a fear effect.