Envoy for Pathfinder
Posted by okcstephens
It’s possible to take the space-faring envoy class, and revise it to work for the Pathfinder Roleplaying Game. Mostly you can ignore the rules tied to the science-fantasy ruleset (Stamina points, 10-minute rests, resolve Points, and so on), and run the character using straight Pathfinder rules. Some universal adjustments are needed (anything that requires a 10-minute break in which you spent 1 Resolve Point to regain Stamina instead can be done by taking 10 minutes and spending 1 point from your Envoy Intensity pool, a reaction can be done as a swift or immediate action, ignore rules that refer to spells, equipment, feats, or weapons that do not exist in the Pathfinder Roleplaying Game, if an envoy effect creates a condition that does not exist in the Pathfinder Roleplaying Game, apply the same penalties and rules the condition would have applied in the star-faring version of the rules).
For a few features, alternatives must be presented. Each of the items below replaces the envoy feature of the same name. those that do not share names with envoy features note when they are gained and what (if anything) they replace. The following also presents hp, skill, and proficiency rules for the envoy for use with the Pathfinder Roleplaying Game rules.
Othwerwise, you can use the normal tables and class features of the envoy.
Hit Die: d8
Class Skills: The envoy’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Intelligence modifier
Proficiencies: The envoy is proficient with light and medium armor, all shields (except tower shields), all simple weapons, and light martial weapons.
Envoy Intensity Pool: The fantasy envoy does not need or use Resolve Points, as they are not a part of the Pathfinder Roleplaying Game. Instead at 1st level the envoy gains a Envoy Intensity Pool, with a number of points equal to half the envoy’s class level plus her Charisma bonus. Whenever a class feature calls for the envoy to spend a Resolve Point, she instead spends a point from her Envoy Intensity Pool. This pool is refreshed once a day after 8 hours of rest. At 16th level, she can restore up to two points per day when she succeeds at a Bluff, Diplomacy, or Intimidate check against a creature that is not friendly to her and has a CR no less than 3 lower than her character level.
Expertise (Ex): You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Bluff or Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 point in your Envoy Intensity Pool. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Additionally whenever you successfully feint a foe (such as with the Bluff skill), you add your expertise die to the damage of your attack. This is considered precision damage, and creatures immune to critical hits or sneak attack are immune to this additional damage.
Skill Expertise (Ex): At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Appraise (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (any one) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Weapon Focus (Ex): At 3rd level, you gain Weapon Focus as a bonus feat for any one weapon with which you are proficient. This replaces the Weapon Specialization class feature.
The following improvisations are changed.
Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent]
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
This bonus increases to +2 at 5th level, and by an additional +1 at every 5 envoy levels thereafter.
Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent]
As a standard action, you can signal an ally within 30 feet and grant them a number of temporary hit points equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. These last 1 minute per envoy level, or until depleted. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again for 24 hours, unless you spend 1 point from your envoy Intensity Pool.
At 6th level, you can spend 1 point from your envoy Intensity Pool to add your envoy level to the number of temporary hit points granted.
Look Alive (Ex) [mind-affecting]
All allies within 60 feet of you gain a +2 morale bonus to Perception and initiative checks as long as you are conscious and able to act.
Focus (Ex) [mind-affecting, sense-dependent]
This ability can cause an ally to no longer be flat-footed, asleep, confused, or dazed.
Watch Out (Ex) [language-dependent, mind-affecting, sense-dependent]
The ally gains +4 AC and +4 to Reflex saves against the attack,
Draw Fire (Ex) [sense-dependent]
The foe’s ranged attacks and effects that do not include you suffer -4 to attack rolls and the save DCs are reduced by 2.
Improved Get ’Em (Ex)
Rather than being a +2 bonus, this increases your bonus from get ‘em by 1.
Sustained Determination (Ex) [language-dependent, mind-affecting, sense-dependent]
This ability allows the ally to use any ability it would normally need to spend points to use (ki points, grit, panache, magus arcane pool, and so on—nearly any point-based mechanic other than a mythic ability), or use an ability they can use a limited number of times per day (as long as they can use it more than once per day).
Cultural Savant (Ex)
You can take 20 on Diplomacy checks to gather information, and Knowledge checks to learn about a creature that has an Int of 3 or greater, in only double the normal time
Engineering Adept (Ex)
You can forgo your expertise die on Craft or Disable Device to half the time of the check. You must be able to apply your expertise die to the skill to use this ability.
Fast Hack (Ex)
This just isn’t available.
Inspired Medic (Ex)
This ability works with Heal checks.
Skilled Linguist (Ex)
You gain an extra language for each rank of Linguistics you have.
Student of Technology (Ex)
You can take 20 on Appraise and Knowledge (engineering) checks in only double the normal time.
With luck writing the fantasy envoy has given me social skill enough to convince you to check out my Patreon!