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Envoy (14 RP)

Envoys are the rare creation of the rulers of the fey realms but are orphans from the moment they’re discovered. Their births are cloaked in mystery. None know how or when an envoy is born, only that they appear under unusual circumstances. They may be discovered at any stage of their lives, too.

After a bountiful spring, an infant wreathed in flowers may be found floating down the calm waters of a river. An adult envoy may wander into a city with no knowledge of who they are, except that they have a pressing need to speak with a newly voted in and beloved mayor. Or a toddler may be found playing in the roots of an ancient tree as it bears fruit for the first time in a century.

Envoys are rare, but their reputations are great: Each is born for a divine purpose, whether for good or evil. Their fates are woven by the gods themselves to affect the world in a way only a mortal can. This reputation means that when they are discovered, word spreads quickly.

Envoys lead and serve others, whether by nature or by the expectations set by their miraculous birth. However, what an envoy’s destiny entails is anyone’s guess. Unless their purpose becomes clear to them at a young age, envoys leave home at maturity in search of it.

Some envoys are proactive in their search for purpose, such as by climbing the ranks of the city guard, working under the servitude of a dryad, or by practicing a faith. Others shy away from their destiny altogether, moving to remote places in an attempt to escape it. They quickly learn that destiny is not easily avoided.

Envoys are hardy. They can be stoic and humorless, believing that only when the workday is done can they relax. Yet they enjoy the company of others and in inspiring others to a cause.

During their leisure time, envoys turn to simple pleasures, such as reading, gardening, or sculpting. Poorer creatures of this race memorize epics or take on additional work in order to support others they care for.

Envoys are thoughtful and forthright. They take pride in leaving their mark on others. They represent the foundation on which a people, organization, or small cut of the world can flourish. And they graciously carry that burden.

Appearance

Envoys grow to be between 7 and 8 feet tall and have lithe figures. They have long faces like a stag and slanted eyes. Their hair grows out like branches, and they have bronze, silver, or golden skin. Envoys have short hair along their bodies, from their feet up to their slender necks and over their jawbones. This hair grows in hues of red, brown, white, black, green, or blue. Though they may appear regal, envoys are tough, able to toil away at work for long hours. An envoy reaches adulthood at 20 years and lives up to 200 years.

Society

Envoys are rare but are found throughout the fey realms. They are most common during times of strife, such as when the gods clash or when a being has disturbed the natural order of things or created an imbalance between good and evil.

They emphasize community and religious service. Those who can read are inclined to teach scripture. Although envoys cannot have children, they commonly adopt and stress the importance of a vocation.

They believe in fairness and in bringing others together for a common cause. To their dismay, envoys may be worshipped by communities or paraded around. Envoys practice humility and are mindful of their mortality. To them, their primary purpose is to show how the common man can aspire to affect the world and rise to greatness.

Envoys take on an inordinate burden at every turn, believing it their duty to serve others. This may drive them to put their wellbeing second by jumping in the way of danger in order to protect others. Or it could mean that they till the fields long after supper.

Living simply comes naturally to them. Few believe that the accumulation of fanciful things, such as fine art or ornate dishware, will serve them when destiny finds them, and they teach others to share whenever they come upon windfall.

Those who live in the wild turn to nature and may treat animals and plantlife as their people, and work to maintain the natural world’s delicate balance. Others may choose to go on pilgrimages at maturity in hopes of discovering their divine purpose.

Envoys believe that their fates are predetermined, that the gods have shaped their lives as they shape the planes. This notion allows them to be more accepting of death — if they were to die, then surely that would mean that they have accomplished what they were created to do.

Relations

Envoys forge relationships with those who respect or abide by their convictions. They have little patience for those who look down on the common people or who put themselves first.

Yet those who adventure with envoys may frown at their tendency to put themselves in harm’s way or take on work that may slow down the group. For an envoy, however, each quest they undertake has value, believing that one good deed deserves another.

Envoys prefer companions who are reliable, thoughtful, and hardworking. They butt heads with those who squander away their free time. As a rare people of divine birth, they understand how a people’s preconceptions can lead to turmoil.

Not all envoys are good, however. Those who are born to do evil are aware that their actions will draw the ire of others. They may seek companions who can help them plan or set up contingencies.

They can be thoughtful in their evilness and use their race’s reputation to divert others from seeing their true intentions.

Alignment and Religion

Envoys can be any alignment. Though most arrive at the conclusion that they have no free will, they respond differently to the thought. An envoy who is true neutral, for example, trusts his gut and believes that he will accomplish whatever he was made for. One who is lawful good may do what is within his power to positively influence the world, and one who is chaotic good may believe his life’s purpose outweighs the need to follow the law.

Just as the rulers of the fey realms may be evil, so can envoys.

Those who fall on this end of the spectrum believe that evil is necessary, especially in times of peace. They think that people can only overcome their differences if they have a common enemy.

Others are drawn to power and are driven to rule others no matter the costs. These envoys are ruthless and use their reputation to turn others toward evil.

Adventurers

Envoys are frequent travelers, often leaving their homes at maturity in order to embark on a personal or spiritual journey.

Envoys who find a home in nature become stern protectors of it and are either blessed with its gifts or learn to survive by observing its creatures. Others join the local guard or other organization in the hopes of finding a purpose that resonates with them. Those who do are often called on by the church or their faith to be divine protectors.

Names

Envoys are raised in a variety of cultures across the fey realms.

They have no naming conventions of their own but are often named after gods.

Standard Racial Traits (14 RP)

Envoys are keystones in their communities and the natural world.

They have unnatural physical and mental fortitude, allowing them to endure many hardships.

  • Ability Score Modifiers (+2 Con, +2 Wis, –2 Int; 0 RP): Envoys are strong in body and mind but sometimes rely too heavily on their instincts.
  • Size (Medium; 0 RP): Envoys are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type (Fey; 2 RP): Envoys are fey with the envoy subtype.
  • Speed (Normal; 0 RP): Envoys have a base speed of 30 feet.
  • Senses (Low-light vision; 0 RP): Envoys can see twice as far as a race with normal vision in conditions of dim lights.
  • Languages (1 RP): Envoys begin play speaking any one language of their choice. Envoys with high Intelligence scores can choose from any languages they want (except Druidic and other secret languages).

Other Racial Traits

  • A Common Cause (3 RP): Envoys are destined to be leaders of communities, and their benevolence make them more trustworthy than others. They gain a +2 racial bonus on Diplomacy and Knowledge (local) checks.
  • Divine Rites (3 RP): Envoys have a close connection to the gods and can read the subtle signs they leave. They gain the following as a spell-like ability: 1/dayaugury. The envoy’s caster level for this ability is equal to its character level.
  • Foreseen Needs (1 RP): Certain skills that may be useful to an envoy come naturally to them. Select two of the following skills: Bluff, Craft, Diplomacy, Escape Artist, Knowledge (geography), Knowledge (planes), Perception, Sense Motive, or Use Magic Device. These skills are always considered class skills.
  • Shielded Mind (2 RP): Whether due to his divine inheritance or resolute nature, an envoy has a hard mind to crack. They gain a +2 bonus on all Will saving throws.
  • Unwavering Stride (2 RP): Envoys are accustomed to making long journeys across harsh climates and working long hours. They gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Blessed Medic: Some envoys are blessed with the gift of healing. Whenever they cast a spell of the healing subschool, increase the total hit points healed by +2. This racial trait replaces divine rites.
  • Change Shape (Su): Some envoys find that their outward appearance distracts others from their noble causes and discover a gift for blending in. They can assume the appearance of a specific single humanoid creature of the same sex. The form must be of the fey subtype and the same size as the envoy. While in this form, they gain a +10 racial bonus on Disguise checks made to appear as that race. Changing shape is a standard action. This trait otherwise functions as alter self, save that it does not adjust the envoy’s ability scores and they can remain in this form indefinitely. This racial trait replaces unwavering stride and shielded mind.
  • Deeper Ki Pool: Envoys who spend their youth at a monastery or in deep meditation learn to hone their supernatural gifts. If they gain a ki pool, such as through a class feature or rogue talent, treat their Wisdom score as 4 points higher for the purposes of determining how many ki points they gain. This racial trait replaces divine rites.
  • Charismatic Heritage: Some envoys are bold in character and are born to work with others. They gain a +2 racial bonus to Charisma instead of Wisdom. Additionally, they are immune to fear effects. This racial trait alters the ability score bonus and replaces divine rites.
  • Elder Magic: Envoys who devote themselves to meditation or service receive gifts that allow them to overcome obstacles. Envoys add +1 to the DC of any saving throws against divination spells that they cast. An envoy with a Wisdom score of 11 or higher gains the following spell-like abilities (the caster level is equal to the envoy’s character level): 1/day—feather step, guidance, know direction, stabilize. This racial trait replaces divine rites.
  • Famed Nomad: Envoys who spend their lives on the road find their reputation precedes them. When using the Reputation and Fame rules, treat the envoy’s Charisma score as 4 points higher for the purposes of determining their starting Fame. This replaces a common cause.
  • Fertile Soil: Some envoys develop a deeper connection with the natural world than with people. Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. This racial trait replaces a common cause.
  • Healthy: Some envoys stave off illness with more ease than others. They gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces unwavering stride.
  • Of Animalkind: Some envoys are born to be keepers of animals, and find these creatures trust them more often than not. These envoys gain a +2 racial bonus on Handle Animal and Ride checks. This racial trait replaces a common cause.
  • Lying Cheat: Some envoys learn early on that lying and cheating are the quickest ways to get what they want. They gain a +2 racial bonus on Bluff and Sleight of Hand checks. This racial trait replaces a common cause.
  • Wild Thoughts: Envoys who escape to the wilderness as children spend their years studying animals and facing the obstacles of the natural world. They choose two of the following skills: Acrobatics, Climb, Fly, Handle Animal, Intimidate, Knowledge (nature), Perception, Stealth, or Swim. The selected skills are always class skills for them. This racial trait replaces foreseen needs.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Barbarian: Envoys raised in tribes and harsh environments embrace their inner rage to accomplish what others cannot. Add 1 to the envoy’s total number of rage rounds per day.
  • Bard: Envoy bards find inspiration in the divine and find new spells therein. Add one spell known from the cleric’s spell list. This spell must be of the divine subschool and at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
  • Cleric: Clerics of this race have a greater ability to protect and heal others. Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
  • Druid: Envoy druids are sometimes born with magical gifts from the natural world that protect them from harm. Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase their resistance to one of these energy types by 1 (maximum 10 for any one type).
  • Fighter: Envoy fighters may not fear death, but they are nevertheless more resilient to it. Add +2 on rolls to stabilize when dying.
  • Monk: Envoy monks have deep wells of potential that they can tap. Add +1/4 point to the monk’s ki pool.
  • Paladin: Envoy paladins find that their weapons are more deadly when faced with a mighty foe. Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Ranger: Ranger of this race are leaders on the battlefield. Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.
  • Rogue: Envoys who become rogues may weave magic into their art. Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
  • Wizard: Envoy wizards who draw their might from books may be struck by an otherworldly inspiration. Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the envoy can cast.

Racial Feats

The following feats are available to a character of this race who meets the listed prerequisites.

Jack of Three Trades

Prerequisite(s): 1 rank in three Profession or Craft skills, envoy.

Benefit(s): You spent your early years jumping from one trade to another and have found that you have a talent for picking up new jobs and filling different roles. When you select this feat, choose any two classes. You may not select your favored class. When you level up in either of these classes, you may choose to receive +1 hit point or +1 skill rank. You may select prestige classes.

Masterful Scryer

Prerequisite(s): Spell focus (divination), envoy.

Benefit(s): You have practiced and perfected the art of scrying, extending the range of your spells and making them harder to detect. Treat your caster level as 3 higher for the purposes of:

Determining the range at which you can cast spells with the scrying subschool; For the DC of Perception checks made to detect your sensors; and For the DC to dispel a spell with the scrying subschool.

Section 15: Copyright Notice

Racial Profiles: Fey Races © 2019, d20pfsrd.com Publishing; Author: Michael Galvis