====== Envoy ====== === [advent class] === \\ //Rules governing [[Advent Classes]]//\\ Nahkon Envoy The Order of the Northern Stars is an orgranization that transcends empires, training the ambassadors, diplomats, and negotiators that serve as the first line of defense against the impending galactic conflict. The Order is well known for its rigorous training and the competence of its members. Retaining an adherant's services is not only a pragmatic choice, but also a symbol of status and influence A special rank is given to members strong enough to complete the Anhata Ki Ritual, a grueling 6 day ritual that permanently shifts the ki pathways surrounding the heart chakra. These individuals are given the rank of Envoy, and are able to sense the emotions of others. Those fortunate enough to earn this title have the perogative to accept missions as they see fit, and cannot be forced to accept an assignment Envoy are a unique breed, an eclectic group with little in common except their rare empathic ability and an undefinable quality they inexplicably share \\ **Trident Advent Class Level Table** ^ Level ^Talent Points^Level Bonuses^ ^ 1 |10 Talent Points|1 Talent| ^ 2 |10 Talent Points|1 Talent| ^ 3 |10 Talent Points|5 Bonus Talent Points| ^ 4 |10 Talent Points|1 Talent| ^ 5 |15 Talent Points|1 Feat| ^ 6 |15 Talent Points|1 Talent| ^ 7 |15 Talent Points|5 Bonus Talent Points| ^ 8 |15 Talent Points|1 Talent| ^ 9 |20 Talent Points|1 Feat| ^ 10 |20 Talent Points|10 Bonus Talent Points| \\ ===== Talent tree ===== {{map>:wiki:envoy_talents.png?direct |Envoy talent tree}} [[Envoy#Empath|jump to Empath @ 311, 231, 382, 302]] [[Envoy#Aegis|jump to Aegis @ 110, 203, 181, 274]] [[Envoy#Ambassador|jump to Ambassador @ 112, 594, 183, 665]] [[Envoy#Calming Aura|jump to Calming Aura @ 310, 118, 381, 189]] [[Envoy#Charmed Soul|jump to Charmed Soul @ 310, 570, 381, 641]] [[Envoy#Close Quarters Diplomacy|jump to Close Quarters Diplomacy @ 140, 397, 211, 468]] [[Envoy#Cultural Intelligence|jump to Cultural Intelligence @ 188, 518, 259, 589]] [[Envoy#Elusive|jump to Elusive @ 310, 677, 381, 748]] [[Envoy#Field Training|jump to Field Training @ 510, 593, 581, 664]] [[Envoy#Formidable Mind|jump to Formidable Mind @ 434, 518, 505, 589]] [[Envoy#Keen Eye|jump to Keen Eye @ 432, 281, 503, 352]] [[Envoy#Natural Empathy|jump to Natural Empathy @ 512, 202, 583, 273]] [[Envoy#Pacify|jump to Pacify @ 310, 11, 381, 82]] [[Envoy#Resilience|jump to Resilience @ 188, 279, 259, 350]] [[Envoy#Sixth Sense|jump to Sixth Sense @ 481, 398, 552, 469]] [[Envoy#Survival Instincts|jump to Survival Instincts @ 590, 398, 661, 469]] [[Envoy#The Gentle Way|jump to The Gentle Way @ 32, 397, 103, 468]] {{ a silhouette stands in front of two columns of glowing blue gems ==== Empath ==== **Action**: Swift\\ **Description**: The Envoy undergoes a gruelling ki ritual under the guidance of one or more arch-envoy. This ritual typically takes place in the great hall, channelling the unique ki of the Unity Diamond. This permanently transforms the Envoy, irrevocably shifting their ki\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: * -4 penalty to Strength score * +4 bonus to Dexterity score * +2 bonus to Intelligence score * -4 penalty to Resolve score * -4d6 penalty to [[Stealth]] * +4d6 bonus to [[Perception]] rolls made to detect sentient creatures * +1 bonus to [[Diplomacy]] * -1 penalty to [[Animal Handling]] **Special**: Sensing the emotions of a sentient creature requires a swift action\\ **Talent Point Improvements**:\\ □□ Extend the range of empathy by 10 feet\\ \\ ---- a golden coat of arms ==== Aegis ==== **Action**: Standard\\ **Requires**: [[envoy#Resilience]]\\ **Description**: The Envoy forms an emotional bond with an unwitting creature, strengthening their mental and emotional fortitude. Once formed, the bond allows the Envoy to sense the target creature's emotions\\ **Range**: 10 feet\\ **Speed**: Instant\\ **Effect**: Form a bond with target creature within the range. Target creature receives a +1d6 bonus to [[abilities#Ability checks|Intelligence and Resolve Checks]] while the bond is active\\ **Cooldown**: 12 rounds\\ **Special**: * The target creature cannot resist the bond. The range refers to the maximum distance at which the initial bond can be formed. After initiation, no amount of distance between the creatures can break the bond * The target creature is not aware of the bond or its abscence * The Envoy may sever the bond at any time. For one hour after severing a bond, it is risky to initiate a bond with another creature. If attempting this, the Envoy makes a [[abilities#ability check|Resolve check]] difficulty 3. If unsuccessful, empathic abilities do not function for the next 6 hours * If the bond bonus has been increased to 3d6, the envoy may opt for a +1 bonus instead * The bond bonus does not stack with the bonus from [[envoy#Calming Aura]] **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet\\ □□ Increase the bond bonus by 1d6. Maximum bonus is 3d6\\ □ Reduce the cooldown by 1 round\\ \\ ---- a parliamentary chamber ==== Ambassador ==== **Action**: Passive, Free\\ **Requires**: [[envoy#Cultural Intelligence]]\\ **Description**: Envoy training teaches how ki connects to topics ranging from tactics, leverage, converstion, body language, soft power, and politics. The result is formidable opponent in any social situation\\ **Effect**: You gain a 1d6 bonus to [[Diplomacy]] checks. Once per day (as a free action) you may take [[combat#advantage]] on a [[Diplomacy]] check\\ **Special**: If the bonus is increased to 6d6, the player may opt to take a +1 bonus instead\\ **Talent Point Improvements**:\\ □□ Increase the diplomacy bonus by 1d6. Maximum bonus is 6d6\\ □□ Increase the uses per day of [[combat#advantage]] by 1. Maximum uses per day is 3\\ \\ ---- a dimplomat with silver skin, hair, and a glowing silver robe ==== Calming aura ==== **Action**: Passive\\ **Requires**: [[envoy#Empath]]\\ **Description**: The Envoy projects an emotional aura that stabilizes and bolsters the emotions of allies\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Allies within the range receive a +1d6 bonus to [[abilities#ability checks|Resolve Checks]]\\ **Special**: * The effect lingers for 10 minutes after a creature leaves your presence * If the aura bonus has been increased to 3d6, the envoy may opt for a +1 bonus instead * The aura bonus does not stack with the bonus from [[envoy#Aegis]] **Talent Point Improvements**:\\ □ Extend the range of the aura by 10 feet\\ □□ Increase the bond bonus by 1d6. Maximum bonus is 3d6\\ □ Extend the lingering duration of the bonus by 10 minutes\\ \\ ---- a prismatic flare of light surrounds a silhouette ==== Charmed soul==== **Action**: Swift\\ **Requires**: [[envoy#Empath]], Envoy level 4\\ **Description**: The Envoy has a uncanny ability to be in the right place at the right time, narrowly and accidentally avoiding danger, or serendipitously choosing the perfect words by chance\\ **Effect**: Reroll up to 3 dice on any roll and take the new result\\ **Cooldown**: 12 rounds, Once per day\\ **Special**: This ability may also be used with rolls which also benefit from [[combat#advantage]], though the bonus only applies to one of the rolls, not both\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □□□ Increase the number of dice you may reroll by 1\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□□ Increase the uses per day by 1. Maximum uses per day is 3\\ \\ ---- a monk trains in a dojo with other monks ==== Close quarters diplomacy ==== **Action**: Standard, Full\\ **Requires**: [[envoy#Empath]]\\ **Description**: When negotiations break down, an Envoy needs a strong defense that cannot be neutralized. Empaths have a distinct edge in close combat, sensing an opponent's movements before they begin\\ **Range**: 5 feet\\ **Speed**: 6H\\ **Effect**: Replace the Basic Attack with this attack\\ **Offensive**: //Attack Bonus + Dex + 8d6//\\ **Defensive**: //Defense Bonus + Dex + 8d6//\\ **Damage**: Strength x 3 + 8d6 [Bludgeoning]\\ **Cooldown**: 6 rounds\\ **Special**: * Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Using this attack as a full action invokes the cooldown, which only prohibits using it as a full action * If you already have a melee attack, you may substitute stats or formulas from the other attack in place of Close Quarters Diplomacy's formulas or stats. You may also apply special features from the other attack in addition to this attack's special features * Once per round when attacking or defending, you may also initiate a dodge action by spending a swift action **Talent Point Improvements**:\\ □ Extend the range to 10 feet\\ □ Increase the speed of your attack by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ Increase the [[dice bonus#advent classes|dice bonus]] of the offensive and defensive formulas by 1d6. (Cost increases)\\ □□□□□ □□□□□ Increase the [[dice bonus#advent classes|dice bonus]] of the damage formula by 1d6. (Cost increases)\\ □ Reduce the cooldown by 1 round. Minium cooldown is 1 round\\ \\ ---- a golden fire of energy burns among a field of spherical stones ==== Cultural intelligence ==== **Action**: Passive\\ **Requires**: [[envoy#Empath]]\\ **Description**: The Envoy can undertake a training procedure that combines intense study with emotional memory recreation techniques to produce a profound understanding of galactic cultures\\ **Effect**: You gain a 2d6 bonus to [[Recall Knowledge]] checks made to remember details of a culture or its history\\ **Special**: If the bonus is increased to 6d6, the player may opt to take a +1 bonus instead. If the bonus is increased to 12d6, the player may opt to take a +2 bonus instead\\ **Talent Point Improvements**:\\ □ Increase the bonus by 2d6. Maximum bonus is 12d6\\ \\ ---- a caped warrior shrouded in a protective layer of golden ki ==== Elusive ==== **Action**: Passive\\ **Requires**: [[envoy#Charmed Soul]], Envoy level 6\\ **Description**: Either by fate or by extreme skill, the Envoy seems difficult to hit with attacks, always moving just enough to dodge your attacks\\ **Effect**: When the envoy imposes [[combat#advantage|disadvantage]] by [[combat#movement actions|dodging]] an attack, the attacker must also roll twice and take the lower result\\ **Cooldown**: 12 rounds, Once per Day\\ **Special**: If a dodge imposes disadvantage on multiple attacks, all attacks are affected by this ability\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□□ Increase the uses per day by 1. Maximum uses per day is 3\\ \\ ---- Two doctors administer care to a patient ==== Field training ==== **Action**: Standard\\ **Requires**: [[envoy#Formidable Mind]]\\ **Description**: The Envoy learns to use the empathic link to enhance their healing abilities, and engages in a deep study of physiology with a focus on emotional states\\ **Effect**: You gain a 1d6 bonus to [[Medicine]] checks. Once per day (as a free action) you may take [[combat#advantage]] on a [[Medicine]] check\\ **Special**: If the bonus is increased to 6d6, the player may opt to take a +1 bonus instead\\ **Talent Point Improvements**:\\ □ Increase the medicine bonus by 1d6. Maximum bonus is 6d6\\ □ Increase the uses per day of [[combat#advantage]] by 1. Maximum uses per day is 3\\ \\ ---- a golden bust with an exposed silver brain with folds like braids of hair ==== Formidable mind ==== **Action**: Passive\\ **Requires**: [[envoy#Empath]]\\ **Description**: The Envoy trains themselves to see every angle, to feel the emotions of each participant from its own perspective, to piece together any mystery\\ **Effect**: You gain a 1d6 bonus to [[Investigation]] checks\\ **Special**: If the bonus is increased to 6d6, the player may opt to take a +1 bonus instead\\ **Talent Point Improvements**:\\ □□ Increase the investigation bonus by 1d6. Maximum bonus is 6d6\\ \\ ---- a blue eye with a golden pupil in a golden eye setting ==== Keen eye ==== **Action**: Passive\\ **Requires**: [[envoy#Empath]]\\ **Description**: The Envoy trains in active perception, routing their empathic connection through the lotus chakra, allowing them to perceive things that others miss\\ **Effect**: You gain a 1d6 bonus to [[Perception]] checks\\ **Special**: If the bonus is increased to 6d6, the player may opt to take a +1 bonus instead\\ **Talent Point Improvements**:\\ □□ Increase the perception bonus by 1d6. Maximum bonus is 6d6\\ \\ ---- golden roots that vaguely resembles lungs ==== Natural empathy ==== **Action**: Passive\\ **Requires**: [[envoy#Keen Eye]]\\ **Description**: The Envoy taps into the subtle ki flow within non-rational living organisms such as plants and fungus, conntecting to the pulse of a surrounding ecosystem\\ **Effect**: You gain a 1d6 bonus to [[Wilderness Survival]] checks\\ **Special**: If the bonus is increased to 6d6, the player may opt to take a +1 bonus instead\\ **Talent Point Improvements**:\\ □□ Increase the wilderness survival bonus by 1d6. Maximum bonus is 6d6\\ \\ ---- a serene diplomat with a lotus flower on her forehead ==== Pacify ==== **Action**: Swift\\ **Requires**: [[envoy#Calming Aura]]\\ **Description**: The Envoy's physical touch is like a conduit for ki energy, forming a bond, making it difficult to attack the Envoy\\ **Range**: Phsyical Touch\\ **Effect**: Touched creature must make an Ability Check or be unable to attack the Envoy\\ **Cooldown**: 12 rounds\\ **Special**: * Touched creature makes an **Intelligence vs Resolve** [[abilities#opposed checks|Ability Check]]. If unsuccessful, the creature may not attack the Envoy for 3 rounds * If the Envoy attacks an affected creature, they immediately becomes immune to pacify for 6 hours **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum bonus is 3d6\\ □ Extend the duration the creature may not attack the Envoy by 1 segment\\ \\ ---- a person stands on a distant snowdrift, enshrined in a colossal halow of ice and light ==== Resilience ==== **Action**: Passive\\ **Requires**: [[envoy#Empath]]\\ **Description**: The Envoy's empathic ki flow shields their mind from mental attacks\\ **Effect**: You gain a 1d6 bonus to defensive [[abilities#ability checks|Intelligence and Resolve checks]]\\ **Special**: If the bonus is increased to 3d6, the player may opt to take a +1 bonus instead\\ **Talent Point Improvements**:\\ □□ Increase the bonus to defensive Intelligence checks by 1d6. Maximum bonus is 3d6\\ □□ Increase the bonus to defensive Resolve checks by 1d6. Maximum bonus is 3d6\\ \\ ---- a silhouette holds a glowing golden flower to their chest ==== Sixth sense ==== **Action**: Standard\\ **Requires**: [[envoy#Empath]]\\ **Description**: The Envoy is difficult to surprise, and even harder to sneak up on, always one step ahead\\ **Effect**: You cannot be [[combat#initiative|surprised]] in combat. You suffer no action delay when you roll a zero on an [[combat#initiative]] roll. You gain a 1d6 bonus to [[combat#Initiative]]\\ **Talent Point Improvements**:\\ □□ Increase the initiative bonus by 1d6. Maximum bonus is 6d6\\ \\ ---- An envoy stands undisturbed among a chaotic battlefield ==== Survival instincts ==== **Action**: Swift\\ **Requires**: [[envoy#Sixth Sense]]\\ **Description**: The Envoy is tuned in to the emotional lay of the battlefield, detecting the subtle emotional telegraphing of their enemy's every move\\ **Effect**: When targeted by an attack, you may spend a swift action to take a 5 foot step, even if you have already initiated an action this segment\\ **Cooldown**: 12 rounds\\ **Special**: \\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□□ Increase the step taken to 10 feet\\ \\ ---- gold and silver cloth twists and folds in a peaceful array ==== The gentle way ==== **Action**: Passive, Swift\\ **Requires**: [[envoy#Close Quarters Diplomacy]]\\ **Description**: Through empathic training the Envoy is capable of becoming a formidable opponent in close quarters grappling\\ **Effect**: You gain a 1d6 bonus on the Trip, Grapple, and Reposition [[combat maneuvers]]\\ **Cooldown**: Once per day (Intuitive Strike)\\ **Special**: This ability is a fighting stance. You cannot gain the benefits of two stances at the same time. Switching stances is a free action. A successful maneuver made with this bonus must include a trip, grapple, or reposition. Additional maneuver points may be spent as desired\\ //Inuitive Strike//: Once per day, you gain [[combat#advantage]] on a combat maneuver while in this stance\\ **Talent Point Improvements**:\\ □□ Increase the maneuver bonus by 1d6. Maximum bonus is 6d6\\ □□ Unlock Intuitive Strike\\