Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Mechanic | Mystic | Nanocyte | Operative | 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

Shoo! (Ex)

Source Galaxy Exploration Manual pg. 16
Level Required 2
As a standard action, you can attempt an Intimidate check to demoralize a creature with the animal or vermin creature type within 60 feet of you. If you succeed, the target must also succeed at a Will saving throw (DC = 10 + 1/2 your envoy level + your Charisma modifier) or become frightened for 1 round or until it takes an action to move away from you. Once a creature has been affected by this ability, it’s immune for 24 hours.
At 6th level, you can spend 1 Resolve Point to target multiple creatures with the animal or vermin creature type with this ability, up to a maximum number of creatures equal to half your envoy level. Attempt one Intimidate check against all your selected targets. The DC of the check is equal to the highest DC to demoralize any one of the foes, plus 1 for each additional target beyond the first.