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Envoy

You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.

Hit Points: 6

Stamina Points: 6 + Constitution modifier

Key Ability Score: Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Skill Ranks per Level: 8 + Intelligence modifier

Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms

Table 4–1: Envoy
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features
1st +0 +0 +2 +2 Envoy improvisation, expertise (1d6), skill expertise
2nd +1 +0 +3 +3 Envoy improvisation
3rd +2 +1 +3 +3 Expertise talent, weapon specialization
4th +3 +1 +4 +4 Envoy improvisation
5th +3 +1 +4 +4 Expertise (1d6+1), skill expertise
6th +4 +2 +5 +5 Envoy improvisation
7th +5 +2 +5 +5 Expertise talent
8th +6 +2 +6 +6 Envoy improvisation
9th +6 +3 +6 +6 Expertise (1d6+2), skill expertise
10th +7 +3 +7 +7 Envoy improvisation
11th +8 +3 +7 +7 Expertise talent
12th +9 +4 +8 +8 Envoy improvisation
13th +9 +4 +8 +8 Expertise (1d8+2), skill expertise
14th +10 +4 +9 +9 Envoy improvisation
15th +11 +5 +9 +9 Expertise talent
16th +12 +5 +10 +10 Envoy improvisation
17th +12 +5 +10 +10 Expertise (1d8+3), skill expertise
18th +13 +6 +11 +11 Envoy improvisation
19th +14 +6 +11 +11 Expertise talent
20th +15 +6 +12 +12 Envoy improvisation, expertise (1d8+4), true expertise

Class Features

Envoy Improvisation 1st Level

As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.

You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.

If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.

Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.

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.

Expertise (Ex) 1st Level

You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.

Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.

Skill Expertise (Ex) 1st Level

At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

Expertise Talent 3rd Level

At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.

You gain an expertise talent at 3rd level and every 4 levels thereafter. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect, as indicated in parentheses after the talent’s name.

Weapon Specialization (Ex) 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

True Expertise (Ex) 20th Level

You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point.

As long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point.

In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option.

Improvisation Details

Any Level

Clever Feint (Ex) [sense-dependent]

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 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) [language-dependent, mind-affecting, sense-dependent]

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 until the end of your next turn. If you succeed, that enemy is instead shaken 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) [mind-affecting, sense-dependent]

As a standard action, you can signal a single ally within 60 feet.

That ally ignores one condition 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”>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 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 normally benefit from morale bonuses gain that bonus.

Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent]

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”>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) [language-dependent, mind-affecting, sense-dependent]

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy 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) [mind-affecting]

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) [sense-dependent]

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.

Phalanx Fighting (Ex)

Source SCOM

Language-Dependent Sense-Dependent

Whenever you or an ally within 10 feet of you is wielding a shield, as a move action you can grant yourself and all allies within 10 feet of that ally the benefits of that shield until the start of your next turn.

Spell Gem Understanding (Su)

Source SCOM

You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level.

Superior Covering Fire (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

When you take a standard action to provide covering fire and hit the AC 15 required, the target of your covering fire gains the circumstance bonus provided by your covering fire against all attacks attempted against them until the start of your next turn.

Additionally, as a full action you can make two ranged attack rolls to provide covering fire to two different allies, taking a -4 penalty to each attack roll. For each target that you successfully apply covering fire to, the circumstance bonus provided by your covering fire applies against all attacks attempted against that ally until the start of your next turn.

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) [language-dependent, mind-affecting, sense-dependent]

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 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) [mind-affecting, sense-dependent]

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) [mind-affecting, sense-dependent]

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.

Long-Range Improvisation (Ex)

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

Watch Out (Ex) [language-dependent, mind-affecting, sense-dependent]

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.

Martyr’s Improvisation (Ex)

Source SCOM

Whenever you’re reduced to 0 Hit Points, as a reaction before gaining the dying condition, you can immediately use any one of your envoy improvisations that can be used as a standard action, move action, or reaction. Once you have used this improvisation, you can’t use this ability again until you have regained Stamina Points following a 10-minute rest.

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.

Sudden Shift (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

As a reaction, whenever you or an ally deal damage to an opponent within 60 feet of you, you and all allies within 60 feet of the opponent can take a guarded step as a reaction.

All of the characters who took a guarded step using this improvisation have their speed reduced by 5 feet until the end of their next turn.

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.

Coordinated Barrage (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

As a move action, choose one ally within 60 feet. That ally gains the benefit of the Coordinated Shot feat. If the chosen ally already has this feat, they do not grant foes cover against attacks made by you and your allies. The effects of this improvisation last until the start of your next turn.

Coordinated Flankers (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

As a move action, you can coordinate your allies into effective flanking partners. Until the start of your next turn, you and your allies count as flanking any creature that at least two of you threaten, regardless of your position.

Draw Fire (Ex) [sense-dependent]

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) [language-dependent, sense-dependent]

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 (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.

Inspiring Oration (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier.

Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.

As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.

8th Level

You must be at least 8th level to choose the following envoy improvisations.

Coordinated Maneuvers (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

Whenever an ally within 60 feet attempts to use a combat maneuver against an opponent, as a reaction you can signal weak points in the opponent’s defenses. The ally gains a morale bonus to their attack roll for that combat maneuver equal to 1d4+1. Once you use this ability, you can’t use it again until after you regain Stamina Points following a 10-minute rest.

Desperate Defense (Ex)

As a move action, you can cause one ally adjacent to you to not be considered helpless 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.

Seize the Advantage (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

As a reaction, whenever you or one of your allies critically hits a creature, you can choose one ally within 60 feet of the target of the critical hit. The chosen ally can immediately attack the target creature with one weapon they’re currently wielding as a reaction. If they do, the chosen ally takes a -4 penalty to their attack roll and is staggered until the end of their next turn. Characters who can’t be staggered can’t benefit from this improvisation.

Once you use this ability, you can’t use it again until after you regain Stamina Points following a 10-minute rest.

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) [language-dependent, mind-affecting, sense-dependent]

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.

12th Level

You must be at least 12th level to choose the following envoy improvisations.

Coordinated Charge (Ex)

Source SCOM

Language-Dependent Mind-Affecting Sense-Dependent

Whenever you or an ally within 60 feet of you charges an opponent, you can signal all allies within 60 feet of the charging character as a reaction. Signaled characters can also charge the opponent as a reaction if the distance between the character and the charged opponent is equal to or less than the signaled character’s speed. All characters that charge an opponent using this improvisation are staggered until the end of their next turn. Characters who can’t be staggered can’t benefit from this improvisation.

Once you use this ability, you can’t use it again until after you regain Stamina Points following a 10-minute rest.

Fusion Resonance (Su)

Source SCOM

Language-Dependent

As a standard action, choose yourself or one ally within 60 feet. The chosen character must be within 10 feet of you or another ally that is within 60 feet of you. Until the end of the chosen character’s turn, they can choose one weapon fusion on a weapon wielded by an ally within 10 feet of them. The chosen character applies the benefits of the chosen weapon fusion on all weapon attacks they make until the end of their next turn. This fusion doesn’t count toward the maximum total level of fusions the chosen character’s weapons can have at once.

Expertise Talents

Additional Skill Expertise (Ex)

Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.

Altered Bearing (Ex; Disguise)

You can quickly adjust your posture, your stride, your demeanor, and the way your clothes and gear fit, causing casual observers to fail to recognize your true appearance. When you attempt a Disguise check to alter minor details of your appearance, you can forgo your expertise die to attempt the check as a move action. You don’t reduce the DC by 5 for attempting to alter only minor details, and if an observer succeeds at an opposed Perception check that pierces your disguise, he also realizes your true race and what features you have disguised. You can’t use this ability for more complex disguises.

Analyst (Ex; Sense Motive)

You have been taught to carefully consider your own assumptions, making it much less likely you assign false motives to other creatures. When using Sense Motive to detect deception or discern a secret message, as long as your expertise die roll result is not a 1, you don’t think a truthful statement contains deceptions or infer false information from a secret message even if you fail your check by 5 or more.

Cautious Expertise (Ex; see below)

Choose a skill you have selected with the skill expertise class feature. When you take 20 with this skill, you can roll your expertise die twice and take the better result.

You can choose this talent up to three times, choosing a different skill selected with the skill expertise class feature each time.

Convincing Liar (Ex; Bluff)

When you attempt a Bluff 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 the result to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.

Cultural Savant (Ex; Culture)

As long as you have enough time, you can take 20 on Culture checks to recall knowledge, even if you don’t have access to a computer terminal or other means of research.

Cunning Disguise (Ex; Disguise)

When you attempt an initial Disguise check, you can forgo rolling your expertise die. Instead, the first time a creature would pierce your disguise with a Perception check, treat its result as if it had rolled a natural 1 on its Perception check. This benefit applies only once per disguise. At 9th level, this ability also applies against the second creature who pierces your disguise.

Effortless Innuendo (Ex; Bluff)

Source SCOM

When you attempt a Bluff check to pass a secret message, you can forgo rolling your expertise die to pass your secret message to all allies within 60 feet, instead of just to a single ally. In addition, anyone overhearing your message must roll their Sense Motive checks twice and use the lower result when attempting to learn the gist of the message.

Engineering Adept (Ex; Engineering)

When you attempt an Engineering check to disable or repair a device, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt.

Expert Distraction (Ex; Bluff)

Source SCOM

Whenever you attempt a Bluff check to create a distraction, you can forgo rolling your expertise die. If you do and your skill check succeeds, you can add your expertise die to whichever skill task you attempt as part of the diversion (either a Stealth check to hide or a Sleight of Hand check to palm an object). If you forgo adding your expertise die to a Bluff check to create a distraction that you attempted using the Diversion feat and succeed at your Bluff check, you add your expertise die to every Stealth check to hide that your allies attempt.

Expert Forger (Ex; Computers)

You have a database of electronic seals and pre-designed templates that allow you forge an official document in a matter of moments. When you attempt a Computers check to create a forgery, as long as you have access to a computer, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1d4 minutes).

Fast Hack (Ex; Computers)

When you attempt a Computers check to hack into a computer system, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt (to a minimum of 1 round). At 9th level, if you successfully hack the system, you can also negate a single countermeasure protecting that computer system. You cannot use this talent to negate a countermeasure from the same computer again for 24 hours.

Gregarious Mien (Ex; Diplomacy)

Source SCOM

You can positively change a creature’s attitude using the Diplomacy skill by one additional category (or two, for a maximum of four, if you spend the extra time) within a 24-hour period. When doing so, you must forgo your expertise die on the Diplomacy check to change the creature’s attitude.

Improvise Surgery (Ex; Medicine)

Source SCOM

You can improvise most basic medical instruments, allowing you to perform rudimentary surgeries without a medical kit. You can use the Medicine skill to treat deadly wounds without a basic medkit or to provide long-term care to a single patient without an advanced medkit. If you have a basic medkit, you gain a +1 insight bonus to Medicine checks to treat deadly wounds. If you have an advanced medkit, you gain a +2 insight bonus to Medicine checks to treat deadly wounds, and any temporary medical lab you establish using an advanced medkit acts in all ways as an actual medical lab. If you attempt a Medicine check that normally has its DC set by what equipment you use, you use the DC of a basic medkit, or an advanced medkit if you are 5th level or higher.

Inspired Medic (Ex; 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. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Keen Observer (Ex; Sense Motive)

Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret Sense Motive check for you without your expertise die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to sense mental effects, you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check.

Maneuver Expertise (Ex; Combat Expertise)

Source SCOM

You’re exceptionally skilled at all manner of self-defense, allowing you to easily perform and defend against combat maneuvers. Choose one combat maneuver. When resisting this combat maneuver, you gain a bonus to KAC equal to the minimum result of your expertise die. Additionally, if you attempt an attack roll to resolve the chosen combat maneuver, you can spend 1 Resolve Point as part of the action to add your expertise die to the attack roll’s result as an insight bonus. Once you have added this bonus to a combat maneuver attack roll, you can’t do so again until you have regained Stamina Points following a 10-minute rest.

You must have the combat expertise alternate class feature to select this expertise talent. You can take this expertise talent multiple times. Its effects do not stack. Each time you take it, it applies to a different combat maneuver.

Master of Disguise (Ex; Disguise)

Source SCOM

Whenever you attempt a Disguise check, you can forgo adding your expertise die to your skill check to reduce the total penalty you take for having altered your appearance by an amount equal to your envoy level, to a minimum penalty of 0. This penalty reduction applies only to disguises that change your appearance in the following ways: alter minor details, add major features, disguise yourself as a different race of the same creature type, or disguise yourself as a different creature type.

Menacing Gaze (Ex; Intimidate)

When you attempt an Intimidate check to demoralize foes, you can forgo your expertise die to attempt to briefly demoralize a small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DC of this check is equal to the highest DC to demoralize any one of the foes. If you are successful, the targets gain the shaken condition for 1 round (even if your result exceeded the DC by 5 or more). Once you use this ability against a creature, it is immune to this talent for 24 hours.

Miracle Worker (Ex; Medicine)

Source SCOM

Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a Medicine check to treat deadly wounds and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level.

Rattling Presence (Ex; Intimidate)

When you attempt an Intimidate check to demoralize an opponent, you can forgo rolling your expertise die to automatically increase the duration of the shaken condition by 1 round on a successful check. At 9th level, you instead increase the duration by 2 rounds on a success when using this talent.

Saving Expertise (Ex; Special)

Source SCOM

Choose a saving throw with which you have a base bonus of +3 or higher. Whenever you attempt a saving throw of the chosen type and determine the result (but before you learn the outcome), you can spend 1 Resolve Point to either roll your expertise die and add the result to the total or reroll the saving throw.

Skilled Linguist (Ex; Culture)

You can speak and read a number of bonus languages equal to your ranks in Culture. Additionally, when you attempt a Culture check to decipher writing, you can forgo your expertise die to attempt the check as a full action (rather than the normal 1 minute) per approximately 250 words of writing or fewer.

Slick Customer (Ex; Diplomacy)

When you attempt a Diplomacy 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. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Student of Technology (Ex; Engineering)

As long as you have the time to do so, you can take 20 on Engineering checks to identify creatures and technology, even if you do not have access to a computer terminal or other means of research. If the creature or technology was created by a group or individual you are familiar with (normally including any major corporation or military), on a successful check you also identify what group created the object identified.

Surgeon (Ex; Medicine)

You can use Medicine to treat deadly wounds on a patient once each day in addition to the normal allowances for the medical equipment you are using. Because performing this level of advanced medicine is difficult and time consuming, the DC for this additional treatment increases by 5 and the skill check takes 1 hour.

Universal Diplomat (Ex; Diplomacy)

Source SCOM

Your Diplomacy checks to change a creature’s attitude are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can’t have their attitudes improved using the Diplomacy skill unless the GM says otherwise).

Well Informed (Ex; Diplomacy)

You keep yourself as up to date as possible about the events and major figures of any region you are in. Once you have been in a settlement or region for at least 24 hours, when you attempt a Diplomacy check to gather information, you can forgo your expertise die to attempt the check as a swift action (rather than the normal 1d4 hours).

Alternate Class Features

Envoys have access to the following alternate class features.

Combat Expertise (Ex) 1st Level

Source SCOM

You’re able to use your social skills and abilities to gain the upper hand during a confrontation, often depending on deception, misdirection, and pure confidence to defeat your foes instead of brute force. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature, but you do not add it to skill checks.

Choose one of the following skills: Bluff, Computers, Culture, Diplomacy, Intimidate, or Sense Motive.

As a standard action, you can make an expertise attack as an attack action. Prior to your attack roll, attempt a skill check using the chosen skill with a DC equal to 15 + 1-1/2 × your target’s CR. If you succeed at the check and your attack hits, you roll your expertise die and add the result to your damage roll, and the target is shaken for 1 round.

You can use this ability and other expertise abilities as long as you have at least 1 Resolve Point remaining. This ability counts as the expertise ability for purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as altered bearing), you can use that ability only in a round in which you did not use combat expertise.

At 5th level, and every 4 levels thereafter, you can select another skill you can use with combat expertise. This counts as having expertise with that skill for purposes of expertise talents and other prerequisites, though you do not actually add your expertise die to any skill checks.

This replaces expertise and skill expertise.

Magical Expertise (Ex) 1st Level

Source SCOM

You’re a master of Mysticism and exceptionally skilled at identifying and wielding magic. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature. You add Mysticism to your list of class skills, and you add your expertise die to your Mysticism check results instead of your Sense Motive check results.

You also gain the following limited version of the mystic’s spells class feature. You use your Charisma score in place of your Wisdom score when determining the effects of your spellcasting, including the highest level of spell you can cast and the Difficulty Class for saving throws against your spells.

Unlike a mystic, your selection of spells and spells per day is extremely limited. You begin play knowing one 0-level mystic spell, and you can cast your 0-level spells three times per day.

At 5th level, you learn one 1st-level mystic spell and can cast it once per day. At 9th level, you learn one 2nd-level mystic spell and can cast it once per day. At 13th level, you learn one 3rd-level mystic spell and can cast it once per day. At 17th level, you learn one 4th-level mystic spell and can cast it once per day. Otherwise, this ability functions as the mystic’s spells class feature, including the ability to decipher magical inscriptions. You can cast your lower-level spells known using your higher-level spell slots, and you can cast variable-level spells you know using any level of spell slot you have available.

This ability counts as the expertise ability for the purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as altered bearing), you must expend one of the spell slots you gain from this ability to gain that benefit.

In addition, whenever you would gain a new expertise talent, you can instead choose one spell level that is at least one spell level lower than the highest spell level you can cast using this ability. You learn one additional mystic spell of the chosen spell level and increase your spells per day for that spell level by one, to a maximum of four.

This ability replaces expertise and skill expertise, and it alters expertise talents.

Motivation Expertise (Ex) 1st Level

You’re an expert at making people happy and high-spirited, allowing them to press forward when they might otherwise quit. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature. At 1st level, whenever you take an action that restores a creature’s Stamina Points or Hit Points, you can restore additional Stamina Points equal to the result of the roll of your expertise die. You can still use your expertise die on Sense Motive checks, but you always add the minimum possible result. This is also true for any skills you select with skill expertise.

This replaces expertise.

Polymorphic Disguise (Su) 1st Level

Source SCOM

You’re an expert in secret arts that allow you to change your appearance into something—or someone—totally different.

You gain the shapechanger subtype and the change shape universal monster rule. This ability has the polymorph descriptor, and you must design one polymorph form to use with this ability. You must comply with all restrictions imposed by a 1st-level polymorph spell when designing this form, and you can’t design a form of a creature that has an Intelligence modifier of ?3 or lower. You add your expertise die to Disguise checks to change your appearance to your chosen form.

At 5th level, your shapeshifting abilities improve. When you design your form, you must comply with all restrictions imposed by a 2nd-level polymorph spell. This further improves to a 3rdlevel polymorph spell at 9th level, a 4th-level polymorph spell at 13th level, a 5th-level polymorph spell at 17th level, and a 6th-level polymorph spell at 20th level.

When selecting expertise talents, you don’t need to have expertise in the skills they affect, and you can use any expertise talent that requires you to forgo your expertise die by spending 1 Resolve Point as part of the action to use the expertise talent.

In addition, when you would gain an expertise talent, you can instead learn a new polymorph form that you can assume using this alternate class feature.

This alters expertise talents and replaces expertise, skill expertise, and true expertise.

Envoy Class Builds

Ambassador

Theme: Xenoseeker

You represent a particular government in diplomatic matters, even occasionally making contact with new forms of life.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Strength makes you hit harder with your melee weapon.

Envoy Improvisations

  • Dispiriting taunt (1st)
  • Universal expression (1st)
  • Quick dispiriting taunt (4th)
  • Draw fire (6th)

Expertise Talents

  • Cultural savant
  • Rattling presence

Feats

Skills

Military Officer

Theme: Ace Pilot

You’re an expert at commanding troops and getting the most out of your forces on the bridge of a ship and on the battlefield.

Ability Scores

Dexterity is your most important ability score because you need it to hit with ranged attacks, while Charisma gives you more Resolve Points.

Envoy Improvisations

  • Get ‘em (1st)
  • Look alive (1st)
  • Quick dispiriting taunt (4th)
  • Improved get ‘em (6th)

Expertise Talents

  • Keen observer
  • Rattling presence

Feats

Skills

Negotiator

Theme: Icon

You have a head for business and know how to get the best deal in any situation.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Intelligence lets you know more about those with whom you are dealing.

Envoy Improvisations

  • Not in the face (1st)
  • Hurry (4th)
  • Clever Improvisations (6th)
  • Improved hurry (8th)

Expertise Talents

  • Cultural savant
  • Slick customer

Feats

Skills

Scoundrel

Theme: Outlaw

Though you are a criminal who usually looks out only for yourself, you can be counted on to help your friends in a pinch.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Dexterity helps you stay alive.

Envoy Improvisations

  • Clever feint (1st)
  • Watch your step (1st)
  • Clever attack (4th)
  • Watch out (4th)

Expertise Talents

  • Convincing liar
  • Cunning disguise

Feats

Skills