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

Fearsome Blast (Ex)

Source Starfinder Enhanced pg. 40
Level Required 10
You maximize the chaos caused by a mid-combat explosion. When you activate or attack with a grenade, you can use this improvisation to spread fear among anyone caught in the grenade’s area of effect. Each creature affected by the grenade must attempt a Will saving throw, in addition to saves against the grenade’s usual effects. This save DC equals either 10 + 1/2 your envoy level + your Charisma modifier, or the grenade’s saving throw DC + 2, whichever is lower. A creature who fails the saving throw is shaken for 1d4 rounds. A creature whose Will save result is a natural 1 is instead frightened for 1 round, after which they are shaken for 1 round. Once you use this improvisation, you cannot do so again until you take a 10-minute rest to recover Stamina Points. This is a fear effect.