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

Vexing Style (Ex)

Source Starfinder Enhanced pg. 39
You’re an expert at infuriating wordplay that trips up enemies. You can activate this improvisation as a swift action, and you can end it without spending an action at the beginning of your turn. The improvisation’s effects end automatically when combat ends or when you can no longer communicate effectively (such as by becoming inaudible, paralyzed, or unconscious). Enemies within 60 feet of you take a –1 penalty to attacks against you, and you gain a +2 bonus to Bluff checks to feint those creatures. In turn, they gain a bonus to weapon damage against you equal to half the creature’s CR (minimum 1, rounded down). When an affected creature scores a critical hit against you, they can choose to become immune to your vexing style improvisation and to improvisations that use vexing style as a prerequisite for 1 hour.