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ringsnake
2007-07-19, 03:02 PM
Envoy
The envoys are a group of masters of diplomacy and spycraft employed throughout the Mending Lands. Before the great war the gods and magic were the principal tools of communication and even diplomacy. After the great war there is of course still magic in the world, but enough counters to any spell that men and women of impeccable trust and skill were required to act on behalf of any number of organizations and governments. These people, even across races, learned of each other and have over the intervening decades formed a loose association. In some places there are now even envoy guilds.

The Envoys are, most of all, trusted agents for their masters. It is impossible to be acknowledged as an envoy without first showing commitment to a master. Strangely, there is a fellowship even among envoys opposed to each other. These are people of discipline and skill, and naturally seek to share their skills with each other, if not betray the trusts of their masters.

Envoy has come to mean many things to the people of the mending lands. The majority of envoys are simply diplomats, but can as easily be spies, even professional criminals and assassins. Much depends on the master the envoy has chosen for herself.

Hit Dice: d6
Class Requirements
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks, Ride 4 ranks, and Sense Motive 6 ranks.
Feat: Iron Will, Persuasive
Special: At least four languages
Special: To advance in a level of envoy the character must have a master or employer of some sort that they are believed to be loyal to. This is required to advance in any levels of envoy, not just gain the first. If an envoy betrays his benefactor and is caught at it the envoy loses all the class features of envoy, and must make amends with that benefactor for the violation of trust to regain his abilities.
Class Skills
The envoy's class skills (and the key abilities for each skill) are Appraise (INT), Bluff (CHA), Decipher Script (INT), Diplomacy (CHA), Disguise (CHA), Forgery (INT), Gather Information (CHA), Handle Animal (WIS), Intimidate (CHA), Knowledge – Any (INT), Listen (WIS), Perform – Any, Profession (WIS), Speak Language (none), Ride (DEX), Search (INT), Sense Motive (WIS), Slight of Hand (DEX), Spot (WIS)
Skill points at each level: 8 + INT modifier

Class Features
Weapon and Armor Proficiency: The envoy gains no proficiency with any weapon or armor.

Expert Diplomat (Ex): The envoy gains a bonus to all charisma skills and the sense motive skill when those skills are used in negotiation, but not otherwise. The bonus cannot be used outside of any direct negotiations related to things like trade deals, border disputes, treaties, or similar subjects. The bonus is +2 at first level, +4 at third level, and +6 at fifth level.

An Envoy could not use bluff to feint in combat, or create distraction for the hide skill, nor could an envoy use intimidate to demoralize an opponent in combat.This ability can be used to negotiate the price of goods or services, work out a trade deal, or arrange a treaty.

Trusted (Ex): At first level an envoy has gained a place of trust and respect with his benefactor, and within that benefactor's society at large. The envoy often has papers and permissions to travel freely, act as diplomat, gain access to the highest levels of society, and sign deals and agreements on their benefactor's behalf. The envoy can betray this trust, but being caught in betrayal usually results in the perminant loss of all envoy abilities unless redemption is granted by the benefactor. As often as not betrayal of this trust also results in midnight visits by silent men with sharp knives.

Courier (Ex): At second level the envoy has a +4 bonus to the Ride skill when using the cover, leap, and spur mount actions. The envoy takes no penalties for hiding small objects on her person, even when physically searched. The envoy gets Mounted Combat as a bonus feat.

Expert Observer (Ex): The envoy is as much a spy as diplomat at fourth level. The envoy has a +2 bonus to the Gather Information, Search, and Spot skills.

Unbreakable (Ex): At fifth level the envoy is so completely loyal to his cause, or so secure in her abilities and authority that she is fearless. The intimidate skill will not work on the envoy, and all attempts at torture will fail.


ENVOY
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Expert Diplomat +2, Trusted

2nd|
+1|
+0|
+0|
+3|Courier, Bonus Feat: Mounted Combat

3rd|
+2|
+1|
+1|
+3|Expert Diplomat +4

4th|
+3|
+1|
+1|
+4|Expert Observer

5th|
+3|
+1|
+1|
+4|Expert Diplomat +6, Unbreakable[/table]

NOTE: The intention is to provide a class for the "specialist" type player who wants a character that is an elite at charisma skills. Above and beyond the base rogue.