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.
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.
One final Envoy improvisation hybrid with the solarian for Starfinder.
Light Lessons learned (Sp)
Requires: Trick of the Light, Hard Light for Hard Work, Deep Cuts, Solar Slam 20th Level
You can use a solar manifestation for a 17th level solarian instead of 1st.
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.
Here is my final envoy improvisation for my starfinder envoy/solarian hybrid.
Solar Slam (Sp)
Requires: Trick of the Light, Hard Light for Hard Work, Deep Cuts 16th Level
You can use a solar manifestation for a 13th level solarian instead of 1st.
More envoy/solarian hybrid for starfinder. Let’s keep rolling with this envoy improvisation.
Deep Cuts (Sp)
Requires: Trick of the Light, Hard Light for Hard Work 12th Level
You can use a solar manifestation for a 10th level solarian instead of 1st.
Been thinking this path up all week, so let’s keep rolling with it! Here is another envoy improvisation.
Hard Light for Hard Work (Sp)
Requires: Trick of the Light, 6th Level
You can use a solar manifestation for a 6th level solarian instead of 1st.
Let’s keep working through our Starfinder envoy/solarian hybrid!
Model Mode (Sp)
Requires: Trick of the Light
Fake it till you make it! You gain a stellar mode of a solarian gaining at attainment as a solarian normally would and the power that gives you while attuned. Your envoy level counts for your solarian level.
Let’s keep rolling through the Starfinder classes and start working on the envoy!
Trick of the Light (Sp)
You’ve learned a few small tricks from you friends who know a thing or two about using the light to their advantage. You gain the solar manifestation of a solarian of 1st level.
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.