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Questions and Answers
What are the key abilities for the Envoy class?
What are the key abilities for the Envoy class?
What is the Stamina Mod for an Envoy?
What is the Stamina Mod for an Envoy?
6 + CON
How many skill ranks does an Envoy gain?
How many skill ranks does an Envoy gain?
8 + INT
What type of armor is the Envoy proficient with?
What type of armor is the Envoy proficient with?
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What types of weapons can an Envoy use?
What types of weapons can an Envoy use?
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What is one feature of the Envoy class at level 1?
What is one feature of the Envoy class at level 1?
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What does Envoy Improvisation allow you to do?
What does Envoy Improvisation allow you to do?
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What bonus do you gain when rolling for a Sense Motive check at 1st level?
What bonus do you gain when rolling for a Sense Motive check at 1st level?
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At what levels can an Envoy use expertise with an additional class skill?
At what levels can an Envoy use expertise with an additional class skill?
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What is the Weapon Specialization feat's requirement for an Envoy?
What is the Weapon Specialization feat's requirement for an Envoy?
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What does the Clever Feint ability allow the Envoy to do?
What does the Clever Feint ability allow the Envoy to do?
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What moral bonus do you and your allies gain when you activate 'Get'em' on an enemy?
What moral bonus do you and your allies gain when you activate 'Get'em' on an enemy?
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What condition can an ally ignore when you use 'Don't Quit'?
What condition can an ally ignore when you use 'Don't Quit'?
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How many Stamina Points can an ally regain with 'Inspiring Boost'?
How many Stamina Points can an ally regain with 'Inspiring Boost'?
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What morale bonus does 'Look Alive' grant to allies?
What morale bonus does 'Look Alive' grant to allies?
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What effect does 'Not In the Face' have on an enemy?
What effect does 'Not In the Face' have on an enemy?
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What bonus does 'Watch Your Step' provide to an ally's saving throw?
What bonus does 'Watch Your Step' provide to an ally's saving throw?
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What additional benefit does 'Clever Attack' provide?
What additional benefit does 'Clever Attack' provide?
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What action must you take to use 'Duck Under'?
What action must you take to use 'Duck Under'?
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Study Notes
Envoy Class Overview
- Key Abilities: Charisma (CHR), Dexterity (DEX), Intelligence (INT) are crucial for the Envoy class.
- Stamina Modifier: Calculated as 6 plus Constitution (CON).
- Skill Ranks: Start with 8 plus Intelligence (INT) per level.
Envoy Proficiencies and Features
- Armor Proficiencies: Proficient in light armor only.
- Weapon Proficiencies: Skilled with basic melee weapons, grenades, and small arms.
- Level 1 Class Features: Includes Envoy improvisation, expertise (1d6), and skill expertise.
Envoy Class Mechanics
- Envoy Improvisation: Learn unique tricks that support allies, hinder foes, or shift battle dynamics using cleverness or luck.
- Expertise Mechanic: When using Sense Motive, roll a 1d6 and add it as an insight bonus if at least 1 Resolve Point is available.
- Skill Expertise: Gain expertise in an additional class skill every four levels, provided at least one rank is present in that skill.
Expertise Talents and Weapon Specialization
- Expertise Talent: Select from a list on page 269 to enhance skill usage.
- Weapon Specialization: At the 3rd level, automatically gain the Weapon Specialization feat for proficient weapon types.
Imp Abilities at First Level
- Clever Feint: Make a Bluff check to make opponents flat-footed, impacting them until the end of the next turn.
- Get'em: A move action grants a +1 morale bonus to attack rolls against a chosen enemy for you and your allies within 60 feet.
- Don't Quit: Signal an ally within 60 feet to ignore one specified condition (confused, fascinated, etc.) until their next turn.
- Inspiring Boost: Heal an ally who has taken damage, regaining Stamina Points equal to twice your envoy level plus your Charisma modifier.
- Look Alive: Spend a Resolve Point to enhance allies' Perception and initiative checks after a short rest.
Additional Imp Abilities
- Not In the Face: Cause an enemy within 60 feet to face a -4 penalty to attacks against you after a failed Will save.
- Watch Your Step: Provide a +2 bonus to an ally's Reflex save before they attempt it, within 60 feet.
4th Level Imp Abilities
- Clever Attack: Perform an attack that utilizes clever feint benefits against a target within 60 feet.
- Duck Under: While in total defense, reposition against a foe who misses you with a melee attack, gaining a +8 bonus to the maneuver roll.
- Focus: Encourage an ally to concentrate on immediate threats, enhancing their effectiveness in combat.
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Description
Test your knowledge of the Envoy class in Starfinder with these flashcards. Each card covers key abilities, stamina modifiers, skill ranks, and proficiencies essential for playing the Envoy. Perfect for players looking to solidify their understanding of this versatile profession!