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

Now You See It (Ex)

Source Starfinder Enhanced pg. 38
You’re adept at mid-combat distraction, creating openings to tamper with your foes’ gear. You can use Sleight of Hand to pick pockets during combat, though the check DC to take an item equals the foe’s KAC + 4 (rather than 20). Thereafter, the target can attempt a Perception check to spot your action, as normal.
Rather than steal an item, you can instead hide an item of light bulk or negligible bulk among the target’s belongings. If you have the Pull the Pin feat and successfully hide a grenade on a creature, you can activate the grenade as part of this action; if that grenade deals damage, after rolling the damage, you can roll your expertise die and replace one of the grenade’s damage dice with the expertise die’s result.