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Envoy

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You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.

Hit Points: 6

Stamina Points: 6 + Constitution modifier

Key Ability Score: Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Skill Ranks per Level: 8 + Intelligence modifier

Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms

Table 4–1: Envoy
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features
1st +0 +0 +2 +2 Envoy improvisation, expertise (1d6), skill expertise
2nd +1 +0 +3 +3 Envoy improvisation
3rd +2 +1 +3 +3 Expertise talent, weapon specialization
4th +3 +1 +4 +4 Envoy improvisation
5th +3 +1 +4 +4 Expertise (1d6+1), skill expertise
6th +4 +2 +5 +5 Envoy improvisation
7th +5 +2 +5 +5 Expertise talent
8th +6 +2 +6 +6 Envoy improvisation
9th +6 +3 +6 +6 Expertise (1d6+2), skill expertise
10th +7 +3 +7 +7 Envoy improvisation
11th +8 +3 +7 +7 Expertise talent
12th +9 +4 +8 +8 Envoy improvisation
13th +9 +4 +8 +8 Expertise (1d8+2), skill expertise
14th +10 +4 +9 +9 Envoy improvisation
15th +11 +5 +9 +9 Expertise talent
16th +12 +5 +10 +10 Envoy improvisation
17th +12 +5 +10 +10 Expertise (1d8+3), skill expertise
18th +13 +6 +11 +11 Envoy improvisation
19th +14 +6 +11 +11 Expertise talent
20th +15 +6 +12 +12 Envoy improvisation, expertise (1d8+4), true expertise

Class Features

Envoy Improvisation 1st Level

As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.

You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.

If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.

Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.

You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.

Expertise (Ex) 1st Level

You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.

Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.

Skill Expertise (Ex) 1st Level

At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

Expertise Talent 3rd Level

At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.

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.

Weapon Specialization (Ex) 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

True Expertise (Ex) 20th Level

You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point.

As long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point.

In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option.

Improvisation Details

Any Level

Clever Feint (Ex) [sense-dependent]

As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.

At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.

Dispiriting Taunt (Ex) [language-dependent, mind-affecting, sense-dependent]

As a standard action, you can taunt an enemy within 60 feet.

Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target until the end of your next turn. If you succeed, that enemy is instead shaken until the end of your next turn. This is an emotion and fear effect.

At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success.

Don’t Quit (Ex) [mind-affecting, sense-dependent]

As a standard action, you can signal a single ally within 60 feet.

That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.

While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.

At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.

Expanded Attunement (Ex)

You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can’t normally benefit from morale bonuses gain that bonus.

Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent]

As a move action, you can choose one enemy within 60 feet.

Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent]

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Look Alive (Ex) [mind-affecting]

When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.

Not in the Face (Ex) [sense-dependent]

As a move action, you can choose one enemy within 60 feet.

That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn.

At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.

Universal Expression (Ex)

When using a language-dependent improvisation that affects an enemy, you can use the improvisation against that enemy even if the two of you do not share a language.

Watch Your Step (Ex) [language-dependent, mind-affecting, sense-dependent]

When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonus to that saving throw.

At 6th level, you can spend 1 Resolve Point to have the ally roll twice on the saving throw and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability.

4th Level

You must be at least 4th level to choose the following envoy improvisations.

Clever Attack (Ex)

You can make an attack that throws your enemy off-balance.

As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.

Duck Under (Ex)

You can duck under a foe’s melee attack, causing it to overextend and move into a position more favorable to you. You must take the total defense action to use this ability. If, before the start of your next turn, a foe misses you with a melee attack, as a reaction you can attempt a reposition combat maneuver with a +8 bonus to your attack roll against that foe.

Focus (Ex) [mind-affecting, sense-dependent]

As a standard action, you can encourage a single ally within 60 feet to Focus on the danger at hand. If that ally is flat-footed or off-target, you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round.

Hurry (Ex) [mind-affecting, sense-dependent]

As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Quick Dispiriting Taunt (Ex)

You can use dispiriting taunt as a move action instead of a standard action. You must have the dispiriting taunt envoy improvisation to choose this improvisation.

Quick Inspiring Boost (Ex)

You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation.

Long-Range Improvisation (Ex)

Double the range of your improvisations with ranges of at least 30 feet.

Watch Out (Ex) [language-dependent, mind-affecting, sense-dependent]

As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone.

At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.

6th Level

You must be at least 6th level to choose the following envoy improvisations.

Clever Improvisations (Ex)

The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.

Draw Fire (Ex) [sense-dependent]

As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks they make that don’t target you until the end of your next turn. This penalty remains even if you and an enemy move more than 100 feet away from each other, and enemies that weren’t within 100 feet when you used draw fire don’t take the penalty if they later come within range.

Heads Up (Ex) [language-dependent, sense-dependent]

When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.

Improved Get ’Em (Ex)

Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.

8th Level

You must be at least 8th level to choose the following envoy improvisations.

Desperate Defense (Ex)

As a move action, you can cause one ally adjacent to you to not be considered helpless for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first.

Expert Attack (Ex)

As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn.

Hidden Agenda (Ex)

You’re an expert at veiling your true thoughts and goals.

Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.

Improved Hurry (Ex)

You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation.

At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action.

Situational Awareness (Ex)

If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.)

Sustained Determination (Ex) [language-dependent, mind-affecting, sense-dependent]

As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.

Expertise Talents

Additional Skill Expertise (Ex)

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)

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)

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.

Cautious Expertise (Ex; see below)

Choose a skill you have selected with the skill expertise class feature. When you take 20 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.

Convincing Liar (Ex; Bluff)

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

Cultural Savant (Ex; Culture)

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)

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.

Engineering Adept (Ex; Engineering)

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 Forger (Ex; Computers)

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)

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)

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. 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)

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)

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 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)

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)

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)

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. 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)

As long as you have the time to do so, you can take 20 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)

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.

Well Informed (Ex; Diplomacy)

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).

Envoy Class Builds

Ambassador

Theme: Xenoseeker

You represent a particular government in diplomatic matters, even occasionally making contact with new forms of life.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Strength makes you hit harder with your melee weapon.

Envoy Improvisations

  • Dispiriting taunt (1st)
  • Universal expression (1st)
  • Quick dispiriting taunt (4th)
  • Draw fire (6th)

Expertise Talents

  • Cultural savant
  • Rattling presence

Feats

Skills

Military Officer

Theme: Ace Pilot

You’re an expert at commanding troops and getting the most out of your forces on the bridge of a ship and on the battlefield.

Ability Scores

Dexterity is your most important ability score because you need it to hit with ranged attacks, while Charisma gives you more Resolve Points.

Envoy Improvisations

  • Get ‘em (1st)
  • Look alive (1st)
  • Quick dispiriting taunt (4th)
  • Improved get ‘em (6th)

Expertise Talents

  • Keen observer
  • Rattling presence

Feats

Skills

Negotiator

Theme: Icon

You have a head for business and know how to get the best deal in any situation.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Intelligence lets you know more about those with whom you are dealing.

Envoy Improvisations

  • Not in the face (1st)
  • Hurry (4th)
  • Clever Improvisations (6th)
  • Improved hurry (8th)

Expertise Talents

  • Cultural savant
  • Slick customer

Feats

Skills

Scoundrel

Theme: Outlaw

Though you are a criminal who usually looks out only for yourself, you can be counted on to help your friends in a pinch.

Ability Scores

Charisma gives you more Resolve Points and strengthens your social skills, and Dexterity helps you stay alive.

Envoy Improvisations

  • Clever feint (1st)
  • Watch your step (1st)
  • Clever attack (4th)
  • Watch out (4th)

Expertise Talents

  • Convincing liar
  • Cunning disguise

Feats

Skills