Improved Critical
Prerequisites: Base attack bonus +8.
Attacks with your chosen weapon are harder to shake off.
Improved Evasion
[Level: 10]
When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to learn this exploit.
Improved Get ’Em
[Level: 6]
Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.
Improved Great Fortitude
Prerequisites: Great Fortitude, character level 5th.
You are more resistant to diseases, poisons, and dangers.
Improved Hurry
[Level: 8]
You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation.
At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action.
Improved Iron Will
Prerequisites: Iron Will, character level 5th.
Your clarity of thought allows you to resist mental attacks.
Improved Lightning Reflexes
Prerequisites: Lightning Reflexes, character level 5th.
You have a knack for avoiding the dangers all around you.
Improved Overcharge
[Level: 8]
The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick