Envoy
Creature 0 — human, humanoid
Envoys are guests of a given court, representing the interests of another court or organization. Some envoys stay in one place so long they're practically considered locals, though those with whom they parley are swiftly reminded where their loyalty lies. The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.
Source: pathfinder-npc-core
Perception +7
Skills deception +13, diplomacy +15, intimidation +7, society +15
Str
+0
Dex
+1
Con
+0
Int
+4
Wis
+3
Cha
+3
AC 13
Fort +2
Ref +3
Will +11
HP 12
Speed 25 feet
Offense
Melee Dagger +5, Damage 1d4+2 piercing
Ranged Dagger +5, Damage 1d4+2 piercing
Melee Fist +5, Damage 1d4+2 bludgeoning
Abilities
+6 to Sense Motive —
Diplomatic Specialist — When dealing with matters of statecraft and negotiation, the envoy is a 6th-level challenge.
Diplomatic Immunity (auditory, concentrate, emotion, linguistic, mental) — The envoy invokes their diplomatic status. Until the end of the envoy's next turn, any creature that attempts to attack them must succeed at a DC 15 Will save or have their attack disrupted. The attacker gains weakness 2 to all damage from the envoy's allies while Diplomatic Immunity lasts, whether their attack was disrupted or not.
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