Adapted from Starfinder 2e Player Core
Envoys are known by many names: tacticians, operatives, silver-tongued diplomats, or sometimes simply "the one who makes things happen." Whether shouting battle cries across a Rift-torn battlefield, negotiating with hostile corporate administrators, or rallying a crew of desperate scavengers, Envoys embody the principle that leadership is an art—and those who master it control outcomes.
In the neon-lit corridors of Inner Sphere megacities, Envoys serve as fixers and power brokers, brokering deals between warring syndicates and corporate interests. On the war-torn worlds of the Outer Sphere, they lead raiders and resistance fighters with nothing but tactical brilliance and unshakeable resolve. In the Frontier, they guide expeditions through cosmic horrors and lost civilizations, their words sometimes worth more than weapons when facing the unknowable.
The Chronologists Guild employs Envoys as diplomatic operatives and mission coordinators, their calm command invaluable when negotiating with volatile Rift anomalies or mediating disputes between temporal research teams. The Ebon Syndicate prizes Envoys for their ability to identify leverage points in any negotiation, squeezing advantage from ambiguity and misdirection. Even the Viridian Ascent, with its bio-attuned consciousness, recognizes that Envoys who understand the harmony between mind and ecosystem become conduits for coordinated, living strategy.
An Envoy doesn't need superpowers or ancient magic to matter. They need presence, intuition, and the charisma to make others believe in the impossible. When an Envoy issues a directive allies move with unified purpose, as if guided by a single mind. This isn't telepathy; it's tactical genius made manifest through force of personality and battlefield presence.
For many, Envoys are the glue that holds desperate crews together, the voice that transforms panic into coordinated action, and the strategist who sees three moves ahead while others react to the present.
Survival depends on more than blasters and spellcraft—it demands cunning, charisma, and the ability to command allies through sheer force of personality. The Envoy class represents a unique fusion of social mastery and battlefield leadership, enabling characters to guide their companions to greater heights while advancing their own agendas. Envoys are the faces of scavenger crews, the voices of guild authority, and the strategists who turn desperate odds into tactical victories.
Mechanically, Envoys occupy a distinct niche as Charisma-based martial classes who combine robust skill training with team-oriented combat abilities.
Envoy
During Combat, you're not a pure damage dealer, but you're never useless. Each turn, decide: Support allies, Issue a Directive to grant bonuses; Control enemies, Use Intimidation or tactical feints to deny actions; Contribute damage, Strike when an enemy is vulnerable or when using Lead by Example; Problem-solve Use your high skill ranks to notice weak points or exploit environmental advantages.
During Social Encounters, You're the party face. Leverage your extensive skill training and Charisma to: Lead diplomatic negotiations, Deceive or intimidate adversaries; Gather intelligence through charm and cunning; Navigate complex faction politics; Turn social failures into narrative opportunities
While exploring, you read situations quickly; Notice subtle details about NPCs and environments; Predict social outcomes based on observable tells; Navigate cultural nuances and local customs; Identify opportunities for advantage or alliance.
In Downtime, You build networks; Broker deals between factions; Establish safe houses and supply lines; Gather rumors and intelligence; Recruit contacts for future missions; Build reputation through patronage.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception: Expert in Perception
Saving Throws: Trained in Fortitude, Expert in Reflex, Expert in Will
Skills: Trained in one of the following skills of your choice: Deception, Diplomacy, Intimidation; Trained in one skill based on your leadership style; Trained in a number of additional skills equal to 6 plus your Intelligence modifier
Attacks: Trained in simple weapons, martial Weapons, and in unarmed attacks
Defenses: Trained in light armor, Trained in unarmored defense
Class DC: Trained in Envoy DC
Envoy Feats
Level 1
Feat: words.
The Envoy class brings a unique brand of leadership and versatility. Whether as a faction operative, scavenger crew leader, or diplomatic tactician, Envoys embody the principle that in a fractured galaxy, the right words and a commanding presence can be as valuable as any weapon. With Charisma as their guiding force and Directives as their signature tool, Envoys ensure that every ally becomes a force multiplier, every social encounter becomes an opportunity, and every challenge becomes a chance to prove that leadership matters.

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