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    Default Re: PF Grab Bag Competition XXVIII - The Teamwork Round

    Envoy of the Grey Guard
    Envoy of the Grey Guard is shortened to just envoy for ease of writing/reading.

    “It’s not that I mind you ravaging the countryside, it’s that you do it too much - The Bearer, a nameless envoy.


    In a world where every moral and ethical value is a tool to be used in pandimensional warfare, someone needs to keep the parties in check; to ensure that all the sides don’t overreach, don’t get too much of the advantage and most of all, don’t end the universe while doing it.
    It is this revelation that sparked the inception of the Grey Guard all those millennia ago, corralling gods and powers alike to seek those who upset the status quo, and stop them. As time went on, too much knowledge was lost, and not enough agents could be recruited, so the first envoys were sought and given power, as well as the knowledge of those who came before them in the form of champions past.


    Role: The envoy’s powers are a double edged sword and as such, are pointed squarely at the enemy’s front line. Between the envoy and his champion, foes will find it hard to pass a line once drawn. Beyond combat, envoys are fairly social, with the benefits associated.

    Alignment: Most envoys are pure neutral, though occasionally you may find envoys with bias towards moral or ethical values (NG, LN, CN or NE.) Envoys lose their powers should they enter an extreme alignment (LG, CG, LE, CE.)

    Hit Die: D10

    Parent Classes: Summoner and paladin/antipaldin

    Class Skills
    Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Use Magic Device (Cha).

    Skill Ranks per Level: (2 + Int modifier)

    Envoy of the Grey Guard


    Level BAB Saves (Fort/Ref/Will) Special
    1 +1 2/0/2 Summon Champion
    2 +2 3/0/3 Act of Balance
    3 +3 3/1/3 Aura of Neutrality
    4 +4 4/1/4 Armored Champion , Divine Grace
    5 +5 4/1/4 Shades of Grey
    6 +6/+1 5/2/5 Aura of Emptiness
    7 +7/+2 5/2/5 Spell Sharing
    8 +8/+3 6/2/6 Shades of Grey
    9 +9/+4 6/3/6 Aura of Non-Impression
    10 +10/+5 7/3/7 Anchored Champion
    11 +11/+6/+1 7/3/7 Shades of Grey
    12 +12/+7/+2 8/4/8 Aura of Disruption
    13 +13/+8/+3 8/4/8 Greater Spell Sharing
    14 +14/+9/+4 9/4/9 Shades of Grey
    15 +15/+10+5 9/5/9 Aura of Cancellation
    16 +16/+11/+6/+1 10/5/10 Two Point Anchoring
    17 +17/+12/+7/+2 10/5/10 Shades of Grey
    18 +18/+13/+8/+3 11/6/11 Aura of Nonexistence
    19 +19/+14/+9/+4 11/6/11 Never Alone
    20 +20/+15/+10/+5 12/6/12 Beacon of the Grey Guard


    Class Features
    All of the following are class features of the envoy.

    Weapon and Armor Proficiencies:

    The envoy is proficient with all simple and martial weapons, as well as all armors and shields.

    Ex-envoys:

    While the grey guard does not enforce a code of conduct, envoys who lose touch with neutrality are of no use to the organization. An envoy who becomes a member of an extreme alignment (CG, LG, CE, LE) loses the power to summon his champion, use the act of balance ability and cannot continue advancing in this class. An ex-envoy who regains a partial or fully neutral alignment key seek atonement.

    Summon Champion (Su):

    An envoy begins play with the ability to summon to his side a remnant of a hero of old or powerful companion, given form through their connection. The champion forms a link with the summoner, who, forever after, summons an aspect of the same creature. A champion has the same alignment as the envoy that calls it and can speak all of his languages. Champions are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its envoy, a champion can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
    A envoy can summon his champion in a ritual that takes 1 minute to perform. When summoned in this way, the champion’s hit points are unchanged from the last time it was dismissed or banished, unless a day has passed, in which case the champion returns with it full hit points. The only other exception to this is if the champion was slain, in which case it returns with half its normal hit points. The champion does not heal naturally. The champion remains until dismissed by the envoy (a standard action). If the champion is sent back to its home plane due to death, it cannot be summoned again until the following day. The champion cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the envoy is unconscious, asleep, or killed, his champion is immediately banished. The champion takes a form shaped by the envoy’s perspective of the creature’s nature. The champion’s Hit Dice, saving throws, skills, feats, and abilities are tied to the envoy’s class level and increase as the envoy gains levels. In addition, each champion receives a pool of evolution points, based on the envoy’s class level, that can be used to give the champion different abilities and powers. Whenever the envoy gains a level, he must decide how these points are spent, and they are set until he gains another level of envoy.
    The champion’s physical appearance is up to the summoner, but it always appears as some sort of mythological hero or fantastical mount. This control is not fine enough to make the champion appear like a specific creature. The champions also bears the mark of the Grey Guard, twin to the mark that appears on the envoy’s forehead as long as the champion is summoned. While this mark can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

    While the summoner and envoy both place a focus on summoning powerful creatures to aid them, they do this in slightly different ways. Levels in the summoner class stack with levels in envoy, for the purpose of the Summon Champion class feature, but do not for the purpose of the Summon Eidolon ability. In addition, the champion is treated as an instance of eidolon; the muticlassed summoner/envoy cannot summon his eidolon if has his champion active or vice-versa. Neither can the summoner/envoy use his Summon Monster class feature if has his champion active.

    The envoy treats his champion as an eidolon for the purposes of feats and prerequisites.

    Act of Balance (Su):

    Grey Guards, for the longest time, had trouble convincing ally the worth of their ambivalent capabilities. Eventually, they created a link between them and a small overlapping region of the positive and negative planes presenting the possibility to heal allies and harm foes.
    Beginning at 2nd level, an envoy can draw on these powers to heal wounds (her own or those of others) or harm enemies by touch. Each day she can use this ability a number of times equal to 1/2 her envoy level plus her Charisma modifier. With one use of this ability, an envoy can heal 1d6 hit points of damage for every two envoy levels she possesses. Using this ability is a standard action that does not provoke attacks of opportunity, unless the envoy targets herself, in which case it is a swift action.
    Alternatively, a paladin can use this power to deal damage. As a touch attack, the envoy deals 1d6 points of damage for every two class levels she possesses.
    The envoy needs at least one free hand to use this ability. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an envoy 2 additional uses of the act of balance class feature.

    Aura of Neutrality: (Su)

    At 3rd level, spells, abilities, effects and magic items that only function on creatures of specific alignment do not work on the envoy. In addition, all creatures within 10 feet of the envoy are treated as being under the effect of ‘undetectable alignment’, as the spell. The envoy can activate/dismiss this ability as a full round action.

    Armored Champion: (Su)

    As the envoy gains power, his connection to his champion strengthens, consolidating and anchoring the champions existence in the material plane. Once the envoy reaches 4th level, the champion gains the ability to benefit from magical armor and shields, without affecting the envoy’s ability to wield such items. In essence, when checking which items the champion uses are dormant, exclude the armor slot and shields from this comparison.
    A champion without the armor training evolution cannot wear armor, as normal.

    Divine Grace (Su):

    At 4nd level, an envoy gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

    Shades of Grey: (Su)

    At 5th level, and every three levels thereafter, an envoy can select one shade of grey. Each shade of grey adds an effect to the envoy’s act of balance ability. Whenever the envoy uses act of balance to heal or harm one target, the target also receives the additional effect from one of the shades of grey possessed by the envoy. This choice is made when the touch is used. The target receives a Fortitude save to avoid a harmful shade of grey. If the save is successful, the target takes the damage as normal, but not the effects of the shade of grey. The DC of this save is equal to 10 + 1/2 the envoy’s level + the envoy’s Charisma modifier.

    At 5th level, the envoy can select from the following initial shades of grey.
    Fatigued: Heal - The target is no longer fatigued. Harm - The target is fatigued.
    Shaken: Heal - The target is no longer shaken. Harm - The target is shaken for 1 round per level of the envoy.
    Sickened: Heal - The target is no longer sickened. Harm - The target is sickened for 1 round per level of the envoy.

    At 8th level, an envoy adds the following shades of grey to the list of those that can be selected.
    Dazed: Heal - The target is no longer dazed. Harm - The target is dazed for 1 round.
    Diseased: Heal - The envoy's act of balance ability also acts as remove disease. Harm - The target contracts a disease, as if the envoy had cast contagion. Use the envoy’s level as the caster level.
    Staggered: Heal - The target is no longer staggered, unless the target is at exactly 0 hit points. Harm - The target is staggered for 1 round per two levels of the envoy.

    At 11th level, an envoy adds the following shades of grey to the list of those that can be selected.
    Cursed: Heal - The envoy's act of balance ability also acts as remove curse. Harm - The target is cursed, as if the envoy had cast bestow curse. Use the envoy’s level as the caster level.
    Exhausted: Heal - The target is no longer exhausted. Harm - The target is exhausted. The envoy must have the fatigue shade of grey before selecting this ability.
    Frightened: Heal - The target is no longer frightened. Harm - The target is frightened for 1 round per two levels of the envoy. The envoy must have the shaken shade of grey before selecting this ability.
    Nauseated: Heal - The target is no longer nauseated. Harm - The target is nauseated for 1 round per three levels of the envoy. The envoy must have the sickened shade of grey before selecting this ability.
    Poisoned: Heal - The envoy's act of balance ability also acts as neutralize poison. Harm - The target is poisoned, as if the envoy had cast poison. Use the envoy’s level as the caster level.

    At 14th level, an envoy adds the following shades of grey to the list of those that can be selected.
    Blinded: Heal - The target is no longer blinded. Harm - The target is blinded for 1 round per level of the envoy.
    Deafened: Heal - The target is no longer deafened. Harm - The target is deafened for 1 round per level of the envoy.
    Paralyzed: Heal - The target is no longer paralyzed. Harm - The target is paralyzed for 1 round.
    Stunned: Heal - The target is no longer stunned. Harm - The target is stunned for 1 round per four levels of the envoy.

    These abilities are not cumulative. For example, a 14th-level envoy’s act of balance ability can heal or deals 6d6 points of damage and might also cure of/cause the target to become (respectively) fatigued, dazed, poisoned, or diseased.

    Aura of Emptiness: (Su)

    At 6th level, an envoy can radiate an aura that voids the extreme emotions of others. All creatures within 10 feet of the envoy have all their moral bonuses and penalties suppressed, as if affected by calm emotions (except they can still attack or act aggressively.) The envoy can activate/dismiss this ability as a full round action.

    Spell Sharing (Su):

    By 7th level, the connection between the envoy and his champion has matured further. Whenever a harmless spell is cast on the envoy he can redirect some of the helpful energies to his champion. The envoy can split the duration of a harmless spell with his champion at the moment he receives the spell, assuming his champion is adjacent envoy. The envoy can only share spells with a duration longer than 1 round, and can only split the duration in half using this method. The champion must be a valid target of the spell to receive it’s benefits.

    Aura of Nonimpression (Su):

    At 9th level, the powers that have been protecting the envoy place more importance in him, shielding him further from the powers that would seek to destroy balance. The envoy can now generate an aura of ‘nondetection’ (as the spell) to a radius of 30 feet, including the envoy himself. Any creature or item who succeeds their will save (dc ½ envoy levels + CHA modifier) cannot be affected by this effect for 24 hours. The envoy can activate/dismiss this ability as a full round action.

    Anchored Champion (Su):

    By 10th level, the adeptness with which the envoy can summon his campion has led to a technique called ‘anchoring’. By placing a ‘dimensional anchor’ effect (as the spell) on the champion at the time of summoning, he grants the campion the ability to wear 2 magical items (and gain their effects,) regardless of whether or not the envoy uses the body slots. This choice must be made when the envoy summons the champion, and cannot be changed until the champion is dismissed or banished. This ability does not change the way the champion is affected by effects such as dismissal or banishment.

    Aura of Disruption (Su):

    From 12th level onwards, you seize control of a summoned creature that comes within 10 feet, by disrupting the bond between it and the caster who summoned it. If the creature fails its will save (dc 10+1/2cl+cha), you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed caster level check against you (use your envoy level as your caster level.) The control over the creature lasts for a number of rounds equal to your envoy level, after which it reverts to the original summoner. The envoy can activate/dismiss this ability as a full round action.

    Greater Spell Sharing (Su):

    At 13th level, whenever the envoy uses spell sharing, both he and the champion receive the full duration of the spell, as if they both were individual targets of the spell.

    Aura of Cancellation (Su):

    Once again,the powers that be take notice of the envoy, and continue to enhance and protect him. At 15th level, the envoy can emanate an aura that impedes magic. Whenever a creature attempts to cast a spell or use a spell like ability within 10 feet of the envoy, they must succeed on a concentration check (dc 10+1/2cl+cha+level of the spell). A failed check causes the spell to lose it's function but is still lost as a prepared spell, spell slot or daily use. A successful check means the spell works normally. The envoy can activate/dismiss this ability as a full round action.

    Two-Point Anchoring (Su):

    Once the envoy has reached level 16, he learns yet another anchoring technique, but this time, it involves him too. Whenever the envoy chooses to anchor his champion during the summon, he can choose to also affect himself with dimensional anchor (as the spell.) When both the envoy and his champion are anchored, and within 1 mile of each other, the champion can use any 2 additional body slots and gain the benefits of the magic items he wears (for a total of 5.) If the champion gets any further than a mile from his envoy for any reason, any items he wears in these slots become dormant.

    Aura of Nonexistence (Su):

    At level 18, the envoy can generate a 15 foot emanation of Antimagic Field (as the spell.) Unlike antimagic field, though, the aura does not affect effects originating from the envoy nor the items on his person. The envoy’s champion does not disappear in this field, but is otherwise affected normally. At level 20, the champion and effects originating from him (such as auras and items) are exempt from aura of nonexistence.

    Never Alone :

    A level 19 envoy can summon his campion as a standard action. In addition, a champion that has suffered death may be summoned after 5 minutes of the event.

    Beacon of the Grey Guard:

    At the epix of power, a level 20 envoy can choose to activate and/or dismiss any of his auras as part of the same full round action, and can also have his champion emanate any aura the envoy has active.



    Ex-Envoy of the Grey Guard

    The forces of balance find little regard for the insignificance of singular actions, as such, they do not penalize an envoy for acting against his alignment or consorting with such forces. An envoy who loses touch with neutrality, however, cannot be trusted to act for the most underlining of causes, and loses most of his gifts.

    An envoy who assumes an extreme alignment (LG, CG, LE, CE) cannot summon his champion and loses access to the act of balance ability, until such a moment when he returns to a non extreme alignment and atones. An ex-envoy does not lose his auras, BAB, skills or any other class feature.
    The ex-envoy can trade levels of envoy for any paladin/antipaladin etc. class using the fall from grace rules, changing to an appropriate class based on his alignment.



    The Champion


    The champion follow all the rules for eidolons, except where stated here.

    AC Bonus: Champions can only allocate base statistic AC bonus as natural armor bonus.

    Champion Base Statistics:


    Class Level HD BAB Good Saves Bad Saves Skills Feats Natural Armor Str/Dex Bonus Evolution Pool Max Attacks Special
    1st 1 +1 +2 +0 4 1 +0 +0 3 2 Darkvision, link, share spells
    2nd 2 +2 +3 +0 8 1 +1 +1 4 3 Evasion
    3rd 3 +3 +3 +1 14 2 +1 +1 5 3
    4th 3 +3 +3 +1 14 2 +1 +1 7 3
    5th 4 +4 +4 +1 18 2 +2 +2 8 4 Ability score increase
    6th 5 +5 +4 +1 22 3 +2 +2 9 4 Devotion
    7th 6 +6 +5 +2 26 3 +3 +3 10 4
    8th 6 +6 +5 +2 26 3 +3 +3 11 4
    9th 7 +7 +5 +2 30 4 +3 +3 13 4 Multiattack
    10th 8 +8 +6 +2 34 4 +4 +4 14 5 Ability score increase
    11th 9 +9 +6 +3 38 5 +4 +4 15 5
    12th 9 +9 +6 +3 38 5 +5 +5 16 5
    13th 10 +10 +7 +3 42 5 +5 +5 17 5
    14th 11 +11 +7 +3 46 6 +5 +5 19 5 Improved evasion
    15th 12 +12 +8 +4 50 6 +5 +6 20 6 Ability score increase
    16th 12 +12 +8 +4 50 6 +6 +6 21 6
    17th 13 +13 +8 +4 54 7 +7 +7 22 6
    18th 14 +14 +9 +4 58 7 +7 +7 23 6
    19th 15 +15 +9 +5 62 8 +4 +7 25 6
    20th 15 +15 +9 +5 62 8 +8 +8 26 7



    Base Forms

    The envoy must choose between warrior or mount base forms.

    Warrior base form:

    Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack unarmed (1d3 nonlethal); Ability Scores Str 16, Dex 12, Con 13, Int 9, Wis 10, Cha 11
    Free Evolutions limbs (arms), limbs (legs), Weapon training (simple weapons).

    Mount base form:

    Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 9, Wis 10, Cha 11
    Free Evolutions bite, limbs (legs)*2, mount.



    Evolution List:
    The envoy uses the following evolution list instead of the summoner evolution list.

    1 Point Evolution


    Armor Training*
    Basic Magic
    Bite
    Bleed
    Claws
    Climb
    Gills
    Hooves
    Improved Damage
    Low-Light Vision
    Magic Attacks
    Mount
    Pounce
    Push
    Reach
    Resistance
    Scent
    Slam
    Swim
    Unnatural Aura
    Wing Buffet

    2 Point Evolution


    Ability Increase
    Alignment Smite
    Channel Resistance
    Constrict
    Energy Attacks
    Flight
    Gore
    Grab
    Immunity
    Keen Scent
    Limbs
    Minor Magic
    Poison
    Rake
    Rend
    Shadow Blend
    Shadow Form
    Trample
    Tremorsense
    Trip
    Undead Appearance
    Weapon Training
    Advanced Weapon Training*

    3 Point Evolution


    Axiomatic Appearance*
    Advanced Training*
    Blindsense
    Burrow
    Celestial Appearance
    Damage Reduction
    Fiendish Appearance
    Frightful Presence
    Major Magic
    Pandemoniac Appearance*
    Sacrifice
    See in Darkness


    4 Point Evolution


    Act of Balance*
    Blindsight
    Dimension Door
    Fast Healing
    Incorporeal Form
    Large
    Life Sense
    No Breath
    Spell Resistance
    Ultimate Magic



    *New evolution


    New Evolutions:


    Armor Training - A point in this evolution grants the champion the ability to wear light armor and proficiency with it. Every additional point lets the champion wear heavier armor.

    Advanced Weapon Training - Every two points gives the champion proficiency with 1 martial weapon or 1 exotic weapon.

    Advanced Training - Every instance gives one feat.

    Axiomatic Appearance -
    Prerequisite: Must be of lawful alignment
    Benefit: Spells and effects that target creatures with the lawful subtype or have specific effects against such creatures affect the champion as if it were an inevitable. The champion gains a +2 bonus on saves against disease, electricity and mind affecting spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the chaotic descriptor.
    At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from chaotic creatures.
    At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).

    Protean Appearance -
    Prerequisite: Must be of chaotic alignment
    Benefit: Spells and effects that target creatures with the lawful subtype or have specific effects against such creatures affect the champion as if it were a protean. The champion gains a +2 bonus on saves against acid and polymorph spells and effects, as well as 25% chance to ignore additional damage caused by critical hits and sneak attacks. It also gains spell resistance equal to 5 + its HD against spells with the lawful descriptor.
    At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from lawful creatures, as well as 50% chance to ignore additional damage caused by critical hits and sneak attacks.
    At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD, as well as 75% chance to ignore additional damage caused by critical hits and sneak attacks (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).

    Act of Balance - The champion can use act of balance and shades of grey, using the envoy’s uses per day and caster level.
    Last edited by Hollowpoint; 2014-12-09 at 02:56 PM.