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Envoys have access to the following alternate class features.
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.
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.
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.
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 (Starfinder Alien Archive 152). This
ability has the polymorph descriptor (Starfinder Alien Archive
2 141), 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 (Alien
Archive 2 145), 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.