Inspiring Combo (Enhanced)
Extraordinary
Level2

Source

Starfinder Enhanced pg. 37

You have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round).

At 10th level, as a full action, you can instead make either two attacks and use an envoy improvisation, or one attack and use two different envoy improvisations. You take a –4 penalty to your attack rolls until the end of the turn, and you treat your envoy level as 4 lower for the purpose of resolving the improvisations’ effects. If you use an improvisation that also allows you to make an attack, you increase the penalty to attack rolls to –6.

At 19th level, you reduce the penalty for making multiple attacks with this ability by 2, and you treat your envoy level as only 2 lower for the purpose of resolving the improvisations’ effects.


Dragonscript

ID

73e8a6515790c30d42b38695
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