| Prime Requisite: | INT |
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Based on Thomas Weigel's Diplomat class from the Autarch forums.
Envoys are negotiators and intriguers, at home in court and on the road, in throne rooms and backrooms.
At first level, envoys hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels (as thieves). Envoys can wield any one-handed melee weapons and all ranged weapons, and can fight wielding a weapon and shield or a weapon in each hand. They can wear leather armor or lighter. Envoys may use any magic item usable by thieves.
Envoys are skilled at diplomacy and protocol, and receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent creatures (as per the Diplomacy proficiency). They are also seductive, and receive a +2 bonus on reaction rolls with creatures of similar species who are potentially attracted to them (as per the Seduction proficiency).
Envoys can use bribery to permit an additional reaction roll during an encounter, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day's pay for the target provides a +1 bonus, a week's pay provides a +2 bonus, and a month's pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.
An envoy can hear noise, hide in shadows, move silently, and open locks as a thief.
At 3rd level, an envoy can perceive intentions. He always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures he interacts with, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the envoy's WIS are immune to this power (and the envoy will know they are immune).
At 4th level (Emissary), an envoy can read languages as a thief.
When an envoy reaches 5th level (Delegate), his chronicles of battle inspire his hirelings to strive for glory. Any henchmen and mercenaries hired by the envoy gain a +1 bonus to their morale score if the envoy is there to witness and record their deeds.
At 5th level (Delegate), an envoy's glib tongue can charm those he speaks to. The envoy gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the envoy's CHA are immune to this power (and the envoy will know they are immune).
At 7th level (Legate), an envoy can demand surrender from an enemy. This action is done in lieu of moving or attacking on the envoy's initiative. The enemy group can be of any size, but the creatures must be able to see, hear, and understand the envoy, and must be either outnumbered or surprised by the envoy and their allies in order to be affected. Affected creatures must make an immediate morale roll with a penalty equal to the envoy's CHA bonus. A result of Retreat or Fighting Withdrawal will lead to their immediate surrender. If the demand fails, the envoy may not demand surrender from the same creature or creatures again until other circumstances have triggered a morale roll by the creature or creatures. This ability can be used at the start of a D@W battle if the opposing army is surprised or outnumbered by the envoy's army.
At 9th level (Potentate), an envoy can build a castle and become a great leader of men, taking a leadership rank in his society. When he does so, up to 1d4+1×10 0-level mercenaries and 1d6 envoys of 1 – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, the envoy may ultimately control several castles or even entire realms. Additional rules for castles are detailed in the Campaign chapter of ACKS.
At 10th level, an envoy can read and cast magic from arcane scrolls as a thief.
Envoy Proficiency List: Alertness, Ambushing, Arcane Dabbling, Bargaining, Climbing, Combat Trickery (Disarm), Command, Disguise, Elven Bloodline, Gambling, Illusion Resistance, Intimidation, Language, Leadership, Lip Reading, Lockpicking, Loremastery, Mimicry, Performance, Precise Shooting, Riding, Running, Skirmishing, Skulking, Sniping, Swashbuckling, Weapon Finesse, Weapon Focus
| Experience | Title | Level | Hit Dice | Open Locks | Move Silently | Hide in Shadows | Hear Noise |
|---|---|---|---|---|---|---|---|
| 0 | Attache | 1 | 1d4 | 18+ | 17+ | 19+ | 14+ |
| 1,250 | Agent | 2 | 2d4 | 17+ | 16+ | 18+ | 13+ |
| 2,500 | Envoy | 3 | 3d4 | 16+ | 15+ | 17+ | 12+ |
| 5,000 | Emissary | 4 | 4d4 | 15+ | 14+ | 16+ | 11+ |
| 10,000 | Delegate | 5 | 5d4 | 14+ | 13+ | 15+ | 10+ |
| 20,000 | Ambassador | 6 | 6d4 | 12+ | 12+ | 14+ | 9+ |
| 40,000 | Legate | 7 | 7d4 | 10+ | 10+ | 12+ | 8+ |
| 80,000 | Consul | 8 | 8d4 | 8+ | 8+ | 10+ | 7+ |
| 180,000 | Potentate | 9 | 9d4 | 6+ | 6+ | 8+ | 6+ |
| 280,000 | Potentate, 10th level | 10 | 9d4+2* | 4+ | 4+ | 6+ | 5+ |
| 380,000 | Potentate, 11th level | 11 | 9d4+4* | 3+ | 2+ | 4+ | 4+ |
| 480,000 | Potentate, 12th level | 12 | 9d4+6* | 2+ | 2+ | 3+ | 3+ |
| 580,000 | Potentate, 13th level | 13 | 9d4+8* | 1+ | 1+ | 2+ | 2+ |
| 680,000 | Dictator | 14 | 9d4+10* | 1+ | 1+ | 1+ | 1+ |
| * Hit point modifiers from Constitution are ignored | |||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 13+ | 16+ | 14+ | 15+ | 10+ |
| 3–4 | 12+ | 12+ | 15+ | 13+ | 14+ | 9+ |
| 5–6 | 11+ | 11+ | 14+ | 12+ | 13+ | 8+ |
| 7–8 | 10+ | 10+ | 13+ | 11+ | 12+ | 7+ |
| 9–10 | 9+ | 9+ | 12+ | 10+ | 11+ | 6+ |
| 11–12 | 8+ | 8+ | 11+ | 9+ | 10+ | 5+ |
| 13–14 | 7+ | 7+ | 10+ | 8+ | 9+ | 4+ |