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.
• Clever Feint (Ex) SD
As a standard action, you can fake out an enemy within 60
feet, making that enemy open to your attacks. Attempt a
Bluff check with the same DC as a check to feint against
that enemy (though this isn't a standard check to feint,
so Improved Feint and Greater Feint don't apply). Even if
you fail, that enemy is flat-footed against your attacks (see
page 276) until the end of your next turn. If you succeed,
the enemy is also flat-footed against your allies' attacks
until the end of your next turn. You can't use clever feint
against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed
Bluff check for clever feint as if it were a success.
• Dispiriting Taunt (Ex) LD MA SD
As a standard action, you can taunt an enemy within 60 feet.
Attempt an Intimidate check with the same DC as a check to
demoralize that enemy (though this isn't a check to demoralize,
so you can't use abilities that would apply to a demoralization
attempt, like the rattling presence expertise talent). If you fail,
that enemy is off-target (see page 276) until the end of your
next turn. If you succeed, that enemy is instead shaken (see
page 277) until the end of your next turn. This is an emotion
and fear effect.
At 6th level, you can spend 1 Resolve Point to treat a failed
Intimidate check for dispiriting taunt as if it were a success.
• Don't Quit (Ex) MA SD
As a standard action, you can signal a single ally within 60 feet.
That ally ignores one condition (see page 273) of your choice
until the start of your next turn, chosen from the following list:
confused, fascinated, fatigued, shaken, sickened, and staggered.
While your ally doesn't suffer the effects of the condition
during that period, the condition is merely suppressed, not
removed, and its effects resume at the start of your next turn.
The condition can still be removed with spells, technology, and
other effects as normal.
At 6th level, add the following conditions to the list:
cowering, dazed, exhausted, frightened, nauseated, panicked,
paralyzed, and stunned.
At 12th level, you can spend 1 Resolve Point to remove
the condition with this ability instead of suppressing it. You
can't remove a condition with a permanent duration (see
page 271) in this way; if you attempt to do so, your attempt
fails but you don't lose the Resolve Point.
• Expanded Attunement (Ex)
You can use beneficial mind-affecting envoy improvisations
to aid allies who usually would not be able to gain benefits
from mind-affecting effects, such as constructs, robots, and
undead. If the improvisation grants a morale bonus, even
allies who can't normaly benefit from morale bonuses gain
that bonus.
• Get 'Em (Ex) LD MA SD
As a move action, you can choose one enemy within 60 feet.
Until the start of your next turn, you and your allies gain a
+ 1 morale bonus to attack rolls made against that enemy. The
bonus persists even if the enemy moves beyond 60 feet or out
of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this
bonus to attack rolls and damage rolls against all enemies who
are within 60 feet.
• Inspiring Boost (Ex) LD MA SD
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.
• Look Alive (Ex) MA
When you spend a Resolve Point to regain Stamina Points
after a 10-minute rest, all allies who stay within 60 feet of you
throughout the rest gain a +2 morale bonus to Perception and
initiative checks for the next hour or until the next 10-minute
rest to recover Stamina Points, whichever comes first.
• Not in the Face (Ex) SD
As a move action, you can choose one enemy within 60 feet.
That enemy must succeed at a Will save or take a -4 penalty to
all attacks it makes against you until the end of your next turn.
At 6th level, you can spend 1 Resolve Point to make the
enemy take the penalty with no saving throw allowed.
• Universal Expression (Ex)
When using a language-dependent improvisation that
affects an enemy, you can use the improvisation against
that enemy even if the two of you do not share a language.
• Watch Your Step (Ex) LD MA SD
When an ally within 60 feet must succeed at a Reflex
save to avoid a harmful effect, as a reaction before your
ally attempts the saving throw, you can grant the ally a +2
bonus to that saving throw.
At 6th level, you can spend 1 Resolve Point to have the
ally roll twice on the saving throw and take the better result.
Both of those rolls benefit from the + 2 bonus provided by
this ability.
4th Level
You must be at least 4th level to choose the following envoy
improvisations.
• Clever Attack (Ex)
You can make an attack that throws your enemy off-balance.
As a standard action, you can make a single attack against
a target within 60 feet and gain the benefits of clever feint
(attempting a Bluff check against the target as normal).
Apply the effects of clever feint before resolving your attack.
You must have the clever feint envoy improvisation to choose
this improvisation.
• Duck Under (Ex)
You can duck under a foe's melee attack, causing it to
overextend and move into a position more favorable to you.
You must take the total defense action (see page 247) to use
this ability. If, before the start of your next turn, a foe misses
you with a melee attack, as a reaction you can attempt a
reposition combat maneuver with a +8 bonus to your attack
roll against that foe.
• Focus (Ex) MA SD
As a standard action, you can encourage a single ally within 60
feet to focus on the danger at hand. If that ally is flat-footed
or off-target, you end that condition. If circumstances would
cause the ally to immediately become flat-footed or off-target
again, you instead suppress that condition for 1 round.
• Hurry (Ex) MA SD
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 (Ex)
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 (Ex)
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 (Ex)
Double the range of your improvisations with ranges of at
least 30 feet.
• Watch Out (Ex) LD MA SD
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.
6th Level
You must be at least 6th level to choose the following envoy
improvisations.
• Clever Improvisations (Ex)
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 (Ex) SD
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 (Ex) LD SD
When you succeed at a Perception check, as a reaction, you
can signal a single ally wit hin 60 feet. That ally can act as
if he had also succeeded at the Perception check with the
same result.
• Improved Get 'Em (Ex)
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.
8th Level
You must be at least 8th level to choose the following envoy
improvisations.
• Desperate Defense (Ex)
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.
• Expert Attack (Ex)
As a move action, you can spend 2 Resolve Points to add your
bonus from expertise to your next attack roll before the end of
your turn.
• Hidden Agenda (Ex)
You're an expert at veiling your true thoughts and goals.
Whenever a creature attempts a Sense Motive check to
detect a deception of yours, the creature must roll twice
and take the worse of the two results. When you attempt a
saving throw against an effect or ability that would read your
thoughts or reveal your motives, you can roll twice and take
the better of the two results.
• Improved Hurry (Ex)
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.
• Situational Awareness (Ex)
If you ready an action, once before the trigger you
selected occurs, you can spend 1 Resolve Point to change
both the trigger and the action you have ready. You must
ready an action that takes the same kind of action as your
originally readied action, or you must ready a lesser action.
(For example, if you readied a standard action, you could
switch to another standard action, a move action, or a swift
action, and if you readied a move action, you could switch
to another move action or a swift action.)
• Sustained Determination (Ex) LD MA SD
As a move action, you can spend 2 Resolve Points to grant
an ally within 60 feet 1 Resolve Point that he can spend
to empower one of his abilities, even if he has spent all of
his own Resolve Points. The ally must spend the Resolve
Point before the start of your next turn; if he does not
do so, he loses the Resolve Point and you still lose the
Resolve Points you spent. You can't grant the same ally
the benefits of this ability again until both you and your
ally have recovered your Resolve Points after an 8-hour
rest or its equivalent.