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Player > Class > Envoy > Expertise Talents

Envoy Expertise Talents

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.

Additional Skill Expertise (Ex) [LINK]

Starfinder Core Rulebook p.64

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) [LINK]

Starfinder Core Rulebook p.64

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) [LINK]

Starfinder Core Rulebook p.64

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.


Battlefield Medic (Ex; Medicine) [LINK]

Starfinder Armory p.145

When you attempt a Medicine check to stop bleed damage or administer first aid to a dying creature, you can choose not to roll your expertise die in order to also automatically treat deadly wounds on that creature if your Medicine check is successful. The DC for the check is based on the medical equipment used, using the DC for treat deadly wounds + 5. This does not count as the treat deadly wounds treatment for the purposes of how many times per day a creature can receive this treatment, though a creature can only benefit from battlefield medic once per day. If you also have the surgeon expertise talent, you can increase the DC of a battlefield medic-related Medicine check by a total of 10 to use battlefield medic to treat deadly wounds on a creature one additional time per day (which does not count as a use of the surgeon expertise talent).


Borrowed Guise (Ex; Disguise) [LINK]

Starfinder Armory p.145

While you are wearing or wielding one or more items with a combined bulk of 1 or more that you have taken from another creature, you can more readily assume a false identity, disguising yourself as a creature of the same race or organization. You don’t need a disguise kit to attempt a Disguise check to change your appearance when using this expertise talent, though using one grants you a +2 bonus to your check. If you forgo rolling your expertise die, changing your appearance takes only 1d3 minutes rather than 1d3 × 10 minutes.
Alternatively, if you have the materials that qualify for you to use this expertise talent, you may forgo your expertise die to attempt to disguise yourself as that exact creature. Anyone who knows that creature well gains a +10 bonus to Perception checks to oppose your disguise.


Cautious Expertise (Ex; see below) [LINK]

Starfinder Core Rulebook p.64

Choose a skill you have selected with the skill expertise class feature. When you take 20 (see page 133) 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.


Computer Whiz (Ex; Computers) [LINK]

Starfinder Armory p.145

When you attempt a Computers 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 (Core Rulebook 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.


Convincing Liar (Ex; Bluff) [LINK]

Starfinder Core Rulebook p.64

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 (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.


Create Diversion (Ex; Bluff) [LINK]

Starfinder Armory p.145

When you attempt a Bluff check to create a diversion, you can forgo rolling your expertise die. If you succeed at the check, all your allies within 60 feet also count as having succeeded at creating a diversion until the beginning of your next turn.


Cultural Savant (Ex; Culture) [LINK]

Starfinder Core Rulebook p.64

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) [LINK]

Starfinder Core Rulebook p.65

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.


Demolition Expert (Ex; Engineering) [LINK]

Starfinder Armory p.145

When you attempt an Engineering check to arm or disable an explosive, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1 minute to arm an explosive or 2d4 rounds to disarm an explosive).


Engineering Adept (Ex; Engineering) [LINK]

Starfinder Core Rulebook p.65

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 Advice (Ex) [LINK]

Starfinder Armory p.145

When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die and add the result of the roll as an insight bonus to the assisted creature’s check in addition to the +2 bonus granted by a successful aid another attempt.


Expert Forger (Ex; Computers) [LINK]

Starfinder Core Rulebook p.65

You have a database of electronic seals and predesigned 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) [LINK]

Starfinder Core Rulebook p.65

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.


Inspired Medic (Ex; Medicine) [LINK]

Starfinder Core Rulebook p.65

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 (see page 243). 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) [LINK]

Starfinder Core Rulebook p.65

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.


Menacing Gaze (Ex; Intimidate) [LINK]

Starfinder Core Rulebook p.65

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 (see page 277) 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.


Rattling Presence (Ex; Intimidate) [LINK]

Starfinder Core Rulebook p.65

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.


Skilled Linguist (Ex; Culture) [LINK]

Starfinder Core Rulebook p.65

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) [LINK]

Starfinder Core Rulebook p.65

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 (see page 243). 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) [LINK]

Starfinder Core Rulebook p.65

As long as you have the time to do so, you can take 20 (see page 133) 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) [LINK]

Starfinder Core Rulebook p.65

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.


Tech Familiarity (Ex; Culture) [LINK]

Starfinder Armory p.145

If you forgo rolling your expertise die on a Culture check, you can use Culture to identify hybrid, magic, and technological items as though you were using the Engineering or Mysticism skills.


Well Informed (Ex; Diplomacy) [LINK]

Starfinder Core Rulebook p.65

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).

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