Improved Stand Still
Prerequisites: Stand Still.
You are particularly skilled at stopping foes in their tracks.
Improved Unarmed Strike
You have trained to make your unarmed attacks lethal and strike with kicks, head-butts, and similar attacks.
Improved Uncanny Mobility
[Level: 10]
When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit.
In Harm’s Way
Prerequisites: Bodyguard
You put yourself in danger’s path to save your allies.
Inexplicable Commands
[Level: 1]
When one of your mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them.
Inoculation
[Level: 2]
You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.
Inspired Medic
Prerequisites: Medicine
When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
Inspiring Boost
[Level: 1]
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
Intense Focus
[Level: 9]
When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover.
Interfering Shot
[Level: 6]
For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn.