Help me build my Skittermander Envoy


Advice

Grand Lodge

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I haven't played a Sci-Fi RPG since the old West End Games Star Wars RPG back in the 90s and I am joining a new AP group using a Skittermander Envoy with the Xenoseeker theme, and I could use some help optimizing the character for play.

We are using the standard stat allocation rules (10 pts + racial modifiers + theme, max 18)

My goal is to be the party helper...focusing on buffing the team, assisting in skills, etc.

Should I max Cha to start? Or make things a little more evenly split between Cha and Dex?

For improvisations I was thinking something along these lines (Open to suggestions):

1) Get 'Em
2) Clever Feint
4) Clever Attack
6) Improved Get 'Em
8) Hurry
10) Improved Hurry
12) Watch Out
14+) ???

For feats, I would probably want Improved Initiative so I can get my buffs out ASAP...beyond that, Im not too sure.

Starting gear...second skin and a laser pistol, Comm Unit...anything else a must have?

The rest of the party includes:

Vesk Xenoseeker Forerunner Soldier
Zysha Maraquoi Scholar Mystic (Healer)
Halfling Ace Pilot Operative (Ghost)
Human Outlaw Mechanic (ExoCortex)

Any help is appreciated,
Thanks


You might think about spending feats on longarm proficiency and specialization. Some envoy powers (like get 'em) are move actions which could leave you free to use your standard action otherwise. You're getting clever attack which is a standard action including an attack. Obviously you'd get some dexterity if going this way.

If you want to be purely a talker, then you probably don't need clever attack for one thing. For feats you might then look at those which enhance your mobility (since you'll be using both standard and move actions quite often, you'll need to move fast when you have an action spare) or defensive feats. Unfriendly fire looks fun as well.

Grand Lodge

I would like to be able to contribute at least a little bit in combat beyond just team buffs, which is why I thought Clever Feint/Attack would be a good choice.

Longarm proficiency/specialization sounds like a reasonable plan, I'll have to go back over the feats again and see if anything stands out for me. I'll probably do some of the talking for the party, but as a Skittermander, I picture some people either not taking me seriously or finding me too annoying to deal with, so I imagine the operative will probably share that role with me.

Any tips for starting gear? Should I buy a computer? I have a whole spreadsheet of essential gear for fantasy games...I'm a bit lost on what to take along on a space adventure though.


Maybe a medpatch and a serum of healing? I'm not sure what you'd use a computer for exactly. The comm unit is a smartphone effectively.

Second skin has an upgrade slot which you might use for infrared sensors (darkvision).

Scarab Sages

If you’re aiming on Being the party helper, may I suggest Don’t give up? It is a criminally under-appreciated power. It is a standard action, true, but it lets you suppress a bunch of conditions including confusion, so that the party soldier doesn’t turn around and murder you on a failed save. My envoy uses it all the time.

Grand Lodge

Hmmm...I might have to consider that one, maybe take Don't Quit at 4 instead of Clever Attack...or take it at 2, bump Clever Feint to 4, and drop Clever Attack...

The Exchange

Starfinder Charter Superscriber

If your GM allows gear from AA and not just races I would seriously consider getting sniper prof instead of longarm and goes for disasporan rifles.

Grand Lodge

I must be missing something with the sniper rifles...the basic laser rifles stats seem better in almost every way...more charges, longer basic range, burning crit, not unwieldy...

Azimuth Laser Rifle 1d8F, 120' range, 1d6 burn crit, 20 charges, 1 use
Tactical Diasporan Rifle 1d8F, 70' range, - crit, 10 charges, 1 use, (sniper 250', unwieldy)

What makes sniper rifles better that I am missing?

The Exchange

Starfinder Charter Superscriber
Slyme wrote:

I must be missing something with the sniper rifles...the basic laser rifles stats seem better in almost every way...more charges, longer basic range, burning crit, not unwieldy...

Azimuth Laser Rifle 1d8F, 120' range, 1d6 burn crit, 20 charges, 1 use
Tactical Diasporan Rifle 1d8F, 70' range, - crit, 10 charges, 1 use, (sniper 250', unwieldy)

What makes sniper rifles better that I am missing?

The ones above level 1. You do lose a little bit at level 1, but the level 5 one is 3,750 for 2d8 damage with a 20 capacity battery and 1 a shot. Since envoys are going to be using their move actions on other things the unwieldly will almost never hurt you and the best you can get is a level 6 2d6 rifle in the core book. The level 10 one is an even better upgrade.

Yes, sniper rifles are more limited as far as options are concerned, and there's currently some gap levels when rifle prof would be better but overall it seems like a better deal for an envoy.


Eh, the variety of longarms appeals to me. Also you're more likely to loot longarms than sniper rifles off most enemies. Skittermanders are in to transient property ownership as I understand it.

Grand Lodge

Good point, and this is going to be an AP group, so won't be using the SFS loot rules. I think I'll go with longarms.

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