During the flourishing of the Empire, the envoys were a professional class of diplomats, messengers, and speakers who travelled its territories and proclaimed Imperial law. In the wake of the Empire’s fall, they became a profession whose role of transmitting information throughout the largely-illiterate former provinces became the glue that held Ombesh society together. They operate in a loose guild, in which apprentices train with masters for four years before setting out on their own. Respected for their knowledge of communities and lands, and for their ability to negotiate tricky situations, envoys are considered a protected group by most – to attack one is to risk losing access to all.
|Level||BAB||BDB||BMB||Fort Save||Ref Save||Will Save||Special|
|1||+1||+0||+0||+0||+2||+0||eidetic memory, distance and direction|
|2||+2||+1||+1||+1||+2||+1||serendipitous encounter, magnetic perception|
|3||+3||+1||+1||+1||+3||+1||lingua franca, moment of prescience|
|7||+6||+3||+2||+2||+5||+2||disguise self, suggestion|
|8||+6||+3||+3||+3||+5||+3||commune with city|
|15||+12||+6||+5||+5||+9||+5||master of disguise|
Hit Die: d6
Ability requirement: Charisma 16
Class Skills: Bluff, Craft, Diplomacy, Disguise, Handle Animal, Hide, Knowledge (geography), Knowledge (local), Knowledge (nobility), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim
Skill points: 8 + Int
Weapon and Armor Proficiency: All simple weapons, light and medium armor and shields
1st level: Eidetic memory: The envoy has nearly-perfect recall of things she has seen or experienced directly. Through developing skills of the memory and mind she learns to be able to remember conversations, faces and events almost exactly. She gets a +4 bonus against any magical effect that alters memory.
1st level: Distance and direction: The envoy can, at will, instantly know the direction she is facing and the straight-line distance from her current position to any destination. She is immune to magical effects that disorient her in terms of distance or direction.
2nd level: Serendipitous encounter: Once per month, upon coming into a community, the envoy can make a Knowledge(local) check to know a specific person in the community (DC: city: 10; town: 15; village: 20). The person need not be favourably inclined towards her but is someone who knows her from some previous encounter, recent or distant.
2nd level: Magnetic perception: The envoy can add her Charisma modifier instead of her Wisdom modifier on Perception and Sense Motive checks.
3rd level: Lingua franca: An envoy receives a +2 bonus to Linguistics checks, and gains the ability to communicate with creatures with whom she doesn’t share a common language. Only basic concepts can be conveyed or understood, such as “I need help,” “I come in peace,” “Come over here,” “Go over there,” and the like. This allows her to ignore the common language requirement of social interaction and language-dependent spells and effects, but she can do so only when the information being shared is relatively simple. The creature with which the envoy communicates must understand at least one language for this ability to function.
3rd level: Moment of prescience: The envoy gets an insight bonus equal to half your level on any single attack roll, combat maneuver check, ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn. You must choose to use the moment of prescience before you make the roll it is to modify. This power can be used once per day at 3rd level, then an additional time every three levels beyond third.
4th level: Longstrider: The envoy can move up to 40 feet instead of the ordinary 30 feet in a combat round; this in turn increases her daily movement to 4 miles / hour (32 miles / day) under normal encumbrance.
5th level: Esteem: The envoy is extremely trustworthy and respected by other humans. When interacting with humans, she gains a +4 bonus to Bluff and Diplomacy checks as well as Charisma checks.
5th level: Sanctuary: The envoy has the ability to protect herself from attacks from human opponents. Once per day, she may activate this power as a free action, and it lasts for 1 round per level. Human opponents must make a Will save (DC 15 + ½ the envoy’s level + the envoy’s Charisma modifier) or are unable to directly attack the messenger or target her with spells or effects. Indirect effects can still harm the envoy, as can any non-human attacks. If the envoy takes offensive action against a target, it is able to attack normally. This power can be used twice per day at 13th level and three times at 17th level.
6th level: Calm / enrage: As a standard action, the envoy may move the reaction of all humans within a 30’ radius up to two categories towards either Hostile or Helpful. Unwilling targets receive a save (Will DC 10 + ½ Envoy’s level + Charisma modifier) to resist this effect. Use of this effect to calm enemies lasts only so long as the envoy and her allies take no offensive actions.
7th level: Disguise self: Once per day, as a standard action, you can make yourself – including clothing, armor, weapons, and equipment – look different, as per the disguise self spell. This effect lasts for 10 minutes per level. She receives a +10 bonus to any Disguise checks while this is in effect.
7th level: Suggestion: As a standard action, the envoy may make a plausible suggestion to any sentient individual with whom she shares a language, influencing the target creature’s course of action (Will DC 10 + ½ envoy’s level + Charisma modifier). The activity must be a plausible one for the target and may not place the target directly in harm’s way. The suggestion lasts for a maximum of 1 hour / level or until the task is completed. This power may be used once per day, increasing to twice at 11th and three times at 15th level.
8th level: Commune with city: The envoy can learn about any settlement you are in at will; this functions as commune with nature, operating only in the town. You can use this power once per day.
9th level: Sense thoughts: The envoy has become so skilled at reading others that she can read a creature’s surface thoughts (as with detect thoughts) by attempting a Sense Motive check as a standard action, with a -10 modifier, and opposed by the target’s Bluff check. This power can be used a number of times a day equal to the envoy’s Charisma modifier.
11th level: Foresight: You are never surprised or flat-footed. Whenever you are in immediate danger, you receive a mental warning (1 round or more in advance) including the direction and general nature of the danger.
13th level: Mass suggestion: The envoy can use her suggestion power on any number of targets within hearing distance. The suggestion must be the same for each target, and each target must understand the language in which she is speaking. The DC for the save remains 10 + ½ the envoy’s level + her Charisma modifier. Using this power counts as one of her uses of the suggestion power for the day.
15th: Master of disguise: The envoy may use her disguise power as a standard action as often as desired, and the effect does not expire unless the envoy wishes it to.