source: Starfinder Core Rulebook

Found 1234 matches

Hurry
[Level: 4]

As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Quick Dispiriting Taunt
[Level: 4]

You can use dispiriting taunt as a move action instead of a standard action. You must have the dispiriting taunt envoy improvisation to choose this improvisation.

Quick Inspiring Boost
[Level: 4]

You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation.

Long-Range Improvisation
[Level: 4]

Double the range of your improvisations with ranges of at least 30 feet.

Watch Out
[Level: 4]

As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone.

At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.

Clever Improvisations
[Level: 6]

The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.

Draw Fire
[Level: 6]

As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks they make that don’t target you until the end of your next turn. This penalty remains even if you and an enemy move more than 100 feet away from each other, and enemies that weren’t within 100 feet when you used draw fire don’t take the penalty if they later come within range.

Heads Up
[Level: 6]

When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.

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.

Desperate Defense
[Level: 8]

As a move action, you can cause one ally adjacent to you to not be considered helpless (see page 276) for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first.