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

Spell Scoot (Su)

Source Galactic Magic pg. 21
Level Required 10
As a standard action, you can convince a spell effect to move. This functions as the targeted dispel function of dispel magic with a range of 60 feet, using your envoy level as your caster level. Rather than dispelling the effect, if you succeed, you move the spell’s area of effect a distance that cannot exceed 5 feet × your Charisma modifier. This adjustment cannot change the effect’s orientation, and the movement is instantaneous, causing no incidental damage or disruption as it moves to its new location. Alternatively, you can use this improvisation to clear the spell’s effect for 1 round from a number of 5-foot cubes that does not exceed your Charisma modifier, such as to clear a path through a wall of force.
You must be 10th level and have the spell speaker alternate class ability to choose this improvisation.