Horrifically Overpowered Starfinder 1e Class Features: The Envoy (Patreon)
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Yep, it's more Horrifically Overpowered content, this time for class features of Starfinfer 1e class features.
I've done some Starfinder 1e Horrifically Overpowered content before. But Starfarer's Codex: Horrifically Overpowered Feats wasn't the smash hit that the Pathfinder Horrifically Overpowered books were, so I never did a followup.
But now I've had a request from a paying Patron to let Starfinder classes get in on the Horrifically Overpowered fun. So, I'm going to be adding HO Starfinder 1e class feature articles to the mix. To start off, I'll be doing the original core, official classes as available to-all-members articles. Later I may tackle some of the later classes either as more open articles, or as exclusives for paying patrons.
All the Starfinder 1e Horrifically Overpowered Class Features are added to the Index of Horrifically Overpowered Content, which is exclusive to paying patrons.
So, please, let me know what you think of this idea, and this entry in this line. I'm always open to making things my paying patrons specifically ask for, so give me your feedback! If you want to see more Horrifically Overpowered options for other game systems (such as 5e, PF2, M&M, or Fantasy AGE), or more HO feats for any game system, tell me that too!
(An envoy can often turn a fight into a negotiation. Art by Seeker Stock Art)
Horrifically Overpowered Envoy Class Features
This set of Horrifically Overpowered class features are designed to work with the "enhanced envoy" as presented in Starfinder Enhanced. You can use it with the core envoy by ignoring Horrifically Overpowered versions of features the core envoy does not have.
Horrifically Overpowered Key Ability Score: When you do things, you do with with a style few can match, When you choose to use your ability increase gained from leveling up to 5th, 10th, 15th, or 20th level into Charisma, your score is increased by 2 points even if your base Charisma Score is already 18 or higher. You can add your Charisma bonus to damage done by any weapon to which you can add your envoy level due to Weapon Specialization, and add half your Charisma bonus to damage done by any weapon to which you can add half your envoy level due to Weapon Specialization. You can also add your Charisma bonus to any skill check you make in starship combat (even if it is already a Charisma-based skill, in which case you end up adding your Charisma bonus twice). When calculating the save DC of equipment other than weapons, you may use your Charisma bonus, rather than any other ability bonus.
Each time you gain a level in envoy, you add your Charisma bonus, rather than Constitution bonus, to your Stamina Points gained.
Horrifically Overpowered Envoy Class Skills: Each time you gain a level in envoy, you gain one bonus rank in every Charisma-based skill. When you make a skill check for a Charisma-based envoy class skill, you may roll the d20 twice and take the better of the two results. If you fall a Charisma-based envoy class skill check, as a free action you may choose to expend a Stamina Point to gain a boosted reroll* for that check. You may only use this ability once per skill check.
Horrifically Overpowered Envoy Proficiencies: When wearing light armor, you may add your Charisma bonus, rather than your Dexterity bonus, to your Armor Class. When attacking with basic melee weapons, small arms, or grenades, you can add your Charisma bonus to your attack roll rather than any other ability score (normally Strength for melee weapons, and Dexterity for ranged weapons), and calculate to the save DC of any of those weapons' abilities that force saving throws equal to your Charisma bonus, rather than any other ability score.
Horrifically Overpowered Enjoy Improvisations: When selecting envoy improvisations, each time the class would grant you one improvisation, you gain two. For one of those improvisations, you treat your enjoy level as 2 higher, both for purposes of qualifying to select it, and for any level-based calculations within the improvisation (including save DCs of any save the imrpovisation requires). You can select yourself as an ally of any of your improvisations even if it does not specifically allow this.
Horrifically Overpowered Expertise: Your expertise die is a d10. It still receives whatever bonus your normal expertise die would (ie. it is 1d10+2 at 9th level). You can expend a Resolve Point to make the result of your expertise die a 10 for any one use of the expertise die. At 20th level, you may roll 1d10+4, or 2d10.
Horrifically Overpowered Skill Expertise: Your expertise die applies to all envoy class skills, and to all damage rolls you make.
Horrifically Overpowered Inspired Combo: You can replace any attack you make with inspired combo with an envoy improvisation you can use as a standard action, move action, or swift action. There is no cool down for your inspired combo.
Horrifically Overpowered Signature Support: There is no limit to how many times per day you can use signature support.
Horrifically Overpowered Expertise Talents: When selecting expertise talents, each time the class would grant you one talent, you gain two. When making a skill check for an expertise talent, if the d20 on the skill check is a 01-10 (the die shows a result of 01-10), you add ten to the total skill check.
Horrifically Overpowered Weapon Specialization: For weapons with which you gain Weapon Specialization through the envoy class, you automatically hit and score a critical hit on a natural attack roll within 2 points of the normal number required to do so (normally 18-20, but for example if Success Breeds Success had already expanded the die roll that would be a critical hit to 19-20, this would make it 17-20).
Horrifically Overpowered Lead By Example: You can use an envoy improvisation with this ability even if you have expended all daily uses of it, or lack the Resolve Points to activate it. You can use this ability every time you score a critical hit, even if you have done just on the prior attack or round. Alternatively, rather than use an improvisation, you can select a character you can see or hear and make their next attack a critical hit if the attack hits its target. This last ability works in starship combat.
Horrifically Overpowered Lead By Example: Each time you see an ally score a critical hit against a foe, you can designate one ally able to see or hear you to gain the benefit of their attacks' critical hit effect on all successful attacks for the rest of this combat. These attacks don't automatically deal critical damage, but they benefit from any one critical hit effect the attack has.
Horrifically Overpowered True Expertise: By talking to an ally for one minute or more and expending one Resolve Point, you can grant that ally the ability for 24 hours to add your expertise die to any one skill of your choice. The ally does not have to expend Resolve Points to use this ability. You cannot grant the ability to add expertise dice to more than one skill per ally, but you can grant multiple allies the ability to add your expertise die to one skill each, by taking an additional 1 minute and expending an additional 1 Resolve Point per ally.
*Boosted Reroll: When you make a boosted reroll, if the result on the die is a 1-10, you add 10 to your total result. Thus, if you make a boosted reroll attack roll with a +5 attack bonus, and the d20 shows an 13 on your roll, you total is (13 + 5) 18. But if your d20 shows a 6 on your reroll, you add another +10 bonus, and your total is (6+5+10) 21.
If the result of your boosted reroll is worse than your original roll, you may choose to keep your original roll. On an attack roll or saving throw if your original roll was a natural 1, and the boosted reroll is also a natural 1, it's still an automatic failure (though if you need to know how much you failed by, you do get to add the additional +10 for rolling under an 11 on the die).