Level 12+ Envoy abilities


Homebrew


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Its kind of weird that the envoy tops out at level 8. Thats not even half the game. What do Ya'll think of some higher level abilities?

It's kinda weird that the envoys abilities top out around level 8. There's plenty of places they could go, not quite sure why they don't go there.

10th

Clever barrage (Ex)

You can attempt multiple feints against a single target or bluff multiple enemies as part of a full attack. As part of making a full attack action you may attempt to feint your target as part of your attack against them. As with clever feint apply the flat footed condition before your attack. You must have clever feint and improved clever feint to select this improvisation.

Greater shoo!(Ex)

Your shoo and Quick shoo improvisation now works against any creature with an intelligence of 3 or lower that is not mindless. In addition creatures are frightened and must flee for 1d4 rounds instead of one round. You must have quick shoo to select this improvisation

Not today! (Ex)

You can use inspiring boost on your allies even when they are unconscious. Allies at zero Hit points given staminia points this way also regain your envoy level in HP.

12th

Get em good (Ex)

The Morale Bonus of your Get em ability and abilities that have get em as a prerequisite increase to +3

And chew bubble gum (Ex)

As a move action, you can both move up to your speed and apply the benefits of hurry to one ally. This ally must be within range before during or after your move.

It's not poisonous (Ex)*

Whenever you effect an ally with inspiring boost or an improvisation that has inspiring boost as a prerequisite you may also apply the benefits of Don't quit. You can't use don't quits ability to remove the condition by spending a resolve point until 16th level.

Inspiring Replay Your allies may be effected by your inspiring boost and abilities that have inspiring boost as a pre requisite twice before needing a 10 minute rest instead of once.

14th

Roll OUT! (Ex)

As a full round action you can apply the benefits of hurry to a number of allies equal to your charisma bonus.

Placebo effect (Ex)

If your inspiring boost or an improvisation with inspiring boost as a prerequisite heals your target to full stamina, any excess points may be used to heal the allies Hit Points.

16th

Hype man (Ex) As a full round action you loudly extort the deeds and victories, and abilities of your allies. A number of allies up to your charisma bonus gain your level times two plus your charisma bonus temporary hit points and a +2 morale bonus to all skill checks. These temporary hit points last for 2 rounds, or 6 rounds at level 20. An ally can only benefit from this ability once per day.

18th

Never gonna keep you down (Ex) When you use Not today your ally may stand up as a reaction. You must have Not today to select this improvisation.

Ball Room Blitz (Ex) As a full round action spend one 2 resolve points to gain a pool of move actions (as per hurry) equal to half your charisma bonus. For the rest of the round you may grant these actions to your allies, although no ally can use more than 2 per turn. At 20th level this increases to three. Allies who benefit from this ability can't do so again until they take a 10 minute rest to recover staminia.

*it IS however venomous

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