Daily Punch 7-11-18 Solar Scalpel Envoy Expertise Talent for Starfinder

Let’s get some Envoy Expertise Talents out there.  Here is one for medicine.


Solar Scalpel (Sp; Medicine)

Requires: Solar weapon

You’ve learned how to use the star to your advantage and funnel their power into your medical practice.  Once per day, you may spend two resolve points.  If you do, you can activate your solar weapon and plunge it into a target.  that target is healed equal to the damage your solar weapon would have dealt normally.





Daily Punch 7-9-18 Data Spike Envoy Expertise Talent for Starfinder

I want to get a few expertise talents out there that rely on you being a Solarian.  Let’s keep the hits rolling!


Data Spike (Sp; Computer)

Prerequisite: Trick of the Light

When you interact with a computer to hack it, you do not need a computer of your own as you change your solar weapon into a spike of pure data that does no damage, but does pierce the computer.  When you attempt the computer check to hack a computer that you are physically next too, you may reroll your expertise die a number of times equal to half the number of solar weapon dice you roll for damage.



Daily Punch 7-2-18 Inspired Observer envoy Expertise Talent for Starfinder

How about more stuff for the envoy and Starfinder in general?


Inspired Observer (Sp; Perception)

When you attempt a Perception 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.




Daily Punch 9-8-17 Campfire Tales Envoy Improvisation for Starfinder

Let’s start working on different classes in Starfinder.  Here’s an improvisation for an Envoy.



Campfire Tales (Ex)
When you spend a Resolve Point to regain Stamina Points after a 10-minute rest and extend this rest an hour, all allies who stay within 60 feet of you throughout the rest can regain 1d6 hit points.  At level 6, this becomes 2d6 hit points.  At 11, 3d6 hit points and at level 16 this heals 4d6.