Help Building an Envoy


Advice

Wayfinders

So I have two envoy concepts in mind, and I’m unsure as to which to go with and how to build each. I guess whichever is more effective would be my choice. So I’m just looking for suggestions or even possible builds for this character.

Both concepts:
1st level (using for Incident at Absalom Station no spoilers)
Half-Orc
Envoy
Has to be the “face” of my group, prefer to have bluff and intimidate.
Icon Theme

Concept one: Amateur Wrestler as my profession, charisma for all the theatrics of it. Would talk like wrestlers do on tv during social interactions or at least during smack talking. So would probably like to intimidate and then head but to initiate combat (not required just a thought). Came from the veskarium but is actually a pretty nice guy.

Concept two: Actor or stuntman as my profession, did the re-enactment scenes for “Infinite ways to perish” (Pact Worlds version of 1,000 ways to die). The show would have us actually experience the deaths and have mystics on hand to revive us for the next scenes. I’d probably describe horrible ways I’ve died to intimidate people. Occasionally mention things like “oh be careful when you handle that Doshko! [Insert anecdote of another actor who died by doshko for a scene]”.


There's no reason you couldn't blend both ideas together. The Rock is a wrestler turned actor, though I doubt you'd be at that level. Then again, you're an icon too...

Intimidate works well, getting Veiled Threat so you can freely use it.
You have the plausible deniability of saying you were talking about your past, not their future.

Vesk is the only good head-butter in SF, and a head-butting is just crazy enough on an Envoy to work, by which I mean fail, by which I mean screw normalcy and go smash some heads! The Vesk penalty to Int doesn't hurt with so many Envoy skill points.

The main question is what Improvisations appeal to you?
Also: What role in combat appeals to you? (Head-butting?)

Here's a Vesk Envoy that struggles against the grain as a head-butter, but should be really fun to play. You'll need at least one more melee person alongside you (to share damage, flank, cover your flank) and like with all Envoys a good team to back you up. (Do not play this with a small or rookie group as it's built to boost them more than rely on itself.)
Str 14
Dex 12
Con 12
Int 8
Wis 11
Cha 16
There's wiggle room to go go Wis 10, Cha 15 & bumping either Str (for offense) or Dex (for defense & ranged) I prefer Cha for the Resolve, and the Resolve to power up Wyrmling breath blasts. Though crazy expensive, consider getting it to start. Seriously.)
(Stat boosts, Str, Dex, Con, Cha)

Envoy Improvisations:
Get 'Em (move action, fits role)
Clever Feint (can set up friends if it's too dangerous to melee)
Clever Attack (now your head-butts are giving out lots of offensive bonuses to your pals while adding modest damage yourself) Next level boost Bluff by 1d6+ and feints become reliable gifts to your allies.

Expertise:
3rd The AoE Intimidate (forget name)
7th The Bluff optional reroll (also forget name)

Feats:
Veiled Threat
Hvy. Armor Proficiency
Coordinated Attack (another bonus to the mix)
Improved Unarmed Strike (This is when the damage dice go up)

Skills
Athletics (fits role)
Bluff
Culture (+1 from Icon)
Intimidate (+1d6)
Perception
Profession (media? sports?) (+1 from Icon)
Sense Motive (+1d6)
(Yes, Diplomacy is missing...)

Note: I'm running a much different Envoy through Dead Suns too, and think you can survive if you meet the criteria mentioned above and aren't rushing alone into combat. You'll also be contributing much to plot progress.
Cheers.

Liberty's Edge

Either concept would work fine. I think the most important mechanical questions are as follows:

1. How combat oriented do you want the character to be? Ranged or melee?
2. Do you have any particular non-Cha skill requirements?
3. What Improvisations are you interested in? Do you want to buff direct offense, or do some healing, or what?
4. Any other specific stuff you want?

Wayfinders

Hmm when it comes to combat, I’m fine being a support just doing whatever I can to help. Improvisations I had no real favorites. As I play in a pretty large group (7 players usually) I should be ok with whatever in combat since there’s enough backup there. I just mainly have to be the face since we generally have the one, and most others are terrible at social skills if we have a face in our group.

I think that with my current group not having too much in terms of heals, that I should probably get that stamina heal improvisation (I kinda didn’t want to but I think i really should since we really benefitted from it in our previous sessions).

Also thanks to both of you for your responses, really helpful and I appreciate it :)

Liberty's Edge

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Okay, the big question is then whether you'd rather do melee or ranged. Ranged is probably better mechanically, but melee can be fun.

Assuming a ranged build (and thus the stunt man backstory), I'd do the following on a Half Orc:

Str 11 Dex 16 Con 10 Int 10 Wis 10 Cha 16

Stat ups:
5: Str, Dex, Int, Cha
10: Str, Dex, Int, Cha
15: Con, Dex, Int, Cha

Feats:

1: Longarm Proficiency
3: Versatile Specialization
5: Heavy Weapon Proficiency (This is basically because you can use Unwieldy weapons without penalty since you're spending your Move action on buffing every round...Plasma Cannons are fun).
7: Spellbane
9: Great Fortitude
11: Iron Will
13+: It's sorta up to you.

Improvisations:

1: Inspiring Boost
2: Get Em
4: Cunning Feint
6: Improved Get Em
8: Clever Attack

Your choice from there.

Skill Expertise:

1: Intimidate; Menacing Gaze
3: Bluff; Convincing Liar
5: Diplomacy; Slick Customer
7: Culture; Skilled Linguist

And from there it's sorta up to you. You could get more skills quicker via Additional Skill Expertise if you want.

Skills:

Acrobatics
Bluff
Culture
Diplomacy
Intimidate
Perception
Sense Motive
Stealth

At 5th, maybe add Athletics. Otherwise add one of Profession, Piloting, Sleight of Hand, or Disguise whenever Int goes up.

For Upgrades, go either Dex or Cha primary, the other secondary, and Int third.

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