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

Exploit Weakness (Ex)

Source Starfinder Enhanced pg. 40
Level Required 10
When you succeed at a check to identify a creature, you can audibly communicate its vulnerabilities to allies within 30 feet of you as a move action. When you or your affected allies deal damage to the identified creature and that damage would be reduced by the creature’s energy resistance, damage reduction, or a similar effect, roll your expertise die and add your Intelligence or Wisdom modifier. The attack or effect ignores an amount of one of that creature’s damage-reducing abilities equal to the result (reduced to a minimum of 0). The attacker does not need to know the specific defensive ability that the identified creature has to benefit from this improvisation. You and all affected allies can ignore part of the identified creature’s damage-reducing abilities in this way with one attack each for 1 minute, after which these benefits end. Once a creature has been affected by this ability, it’s immune to additional uses for 24 hours.