I need Ideas for a Non-Magic Bard

Ok... but I don't want to hijack your prestige class from your design and I don't think it can necessarily come out better if you follow my advice.

First of all, I think you should try to check from existing class features if there is is any which is quite like yours, and use that one if you can. For example, Assailant's Advantage I and II look like the Dodge feat and the Uncanny Dodge ability with something different. You may consider to grant those two directly, so that they cound also as requirement for something else. For example:

- do you really need to restrict AAI when you are flanked? if it's not so important at the end, grant Dodge as bonus feat "even if the character doesn't meet the prerequisites": I suggest you give it at 1st level

- AAII is just the same as Uncanny Dodge plus an increase to the bonus when using Dodge right? Therefore, instead of AAII grant Uncanny Dodge somewhere between level 2 (as a Barbarian) and level 4 (as a Rogue), and sometimes later separately grant a feature called Improved Dodge which increases the bonus when you use Dodge

By that line, you may also consider to grant Improved Uncanny Dodge (see Rogue and Barbarian, again) between levels 5-8. If you feel like it, you can even grant further increases of the Improved Dodge above: for this purpose, you can choose between separate abilities ("Superior Dodge", "Greater Dodge"...) to have them stop at epic advancement, or otherwise make it a single ability which increases regularly every X levels to have it continue into epic levels.

These are just simple guidlines which you can find used in the published classes and prestige classes (the well-designed ones at least ;) ).

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About other special abilities, remember to always define the following:

- type (spell-like, supernatural, extraordinary, natural)
- DC (fixed or level-based, and if uses Cha modifier or something else)
- uses per day, with eventually note about retries on the same target
- duration
- range

And you may prefer to have the ability cause a condition which is defined in the DMG's glossary, if it fits. This will make it easier to adjudicate many circumstances when the target may have some immunity or other help.

For example, your Distraction ability doesn't say which type it is, which is the DC to resist (I can't believe you want to make it irresistable...), how long it lasts.

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Naming special abilities:

whenever you give an ability a name you have 2 options if there is already a feat or class feature which grants the same:

1) give it a new unique name
2) use the name of the existing one

The consequences are as follows:

1) stacks with identical features of different names, but doesn't count as prerequisite for other feats, prestige classes and so on
2) counts as prerequisite but doesn't stack with itself from other classes (saves for specific exceptions)
 

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Well I promised I would come and comment… but you’re not gonna like it me thinks. ;) I did warn you we have some very different ideas for this kind of thing. But I hope the comments and suggestions at least help you feel out where you want to be with this.

HarryFlashman said:
This is what I have so far but i have hit an impasse. It is loosely based upon the Mentat's from the DUNE-iverse, the mechanations of Metternich, the skullduggery of a Secret Agent, and the disarming charm of a honey-voiced Diplomat. I changed the skill set slightly and added a few new abilities, deleted music based abilities and changed how Fascination and Suggestion work.
Low Magic Bard variant: Emissary ( other possible Class titles; Agent, Investigator, Herald)
The Lords of the city-states need ot have eyes an ears everywhere. To sniff out dissent, to uncover plots, to secure rights in other cities, or even to sow dissent in other city-states. Lacking great magicians or wonderous new devices this job falls upon the shoulders of the Emissary.

With all this said, it sounds basically like a Rogue without the heavy combat and traps abilities. More of a specifically spy oriented Rogue.

Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Underworld), Knowledge (Nobility and Royalty) Knowledge (Religion), Knowledge (Local), Listen, Move Silently, Perform, Profession, Search, Sense motive, Sleight of Hand, Speak Language

I would suggest the following instead.

Class Skills: As Rogue + Knowledge (Underworld, Nobility and Royalty, Religion) and Speak Languages. And remove Use Magic Device.

Why? Because as a spy and Emissary there isn’t a skill on the Rogue list that wont be useful.

Skill Points at First level: (8 + Int Mod) x 4
Skill Points Each Additional level: 8 + Int Mod
Saves as Bard
BAB as Bard
These are all fine.

Class Feature: Emissaries have access to all Simple Weapons. They have proficiency with Light Armors but no Shields.
I would give standard Bard weapons and armor. He needs to blend in as a diplomat which being a fop. The sap is also necessary. I would also add all Garrotes.

Garrote, Cord………1sp……1d6*…..19-20…..No Range…..1/10 lb…..Bludgeoning
Garrote, Locking…..100gp…1d8*…..18-20….. No Range…..3 lb……..Slashing
Garrote, Wire………10gp…..1d8*…..18-20….. No Range…..1 lb……..Slashing

Cord Garrote: Simple cord used for strangulation.
Wire Garrote: Wire with pair of metal grips. If not grips or other hand protection, user takes 1d3 damage per round.
Locking Garrote: Wire with pair of metal grips, each of which has a locking mechanism, allowing the attacker to lock them in place to continue the strangulation after a successful garrote attack, even after letting go. The victim continues to make grapple checks (each opposed by the last attack roll the attacker made) until free or unconscious. DC for Disable Device to free a victim is 10 if the person has Exotic proficiency in the locking garrote, or 25 otherwise. If the attempt is by anyone but the victim they suffer a –5 unless the victim is held or otherwise immobilized. However, a Disable Device by the victim suffers a –5 check due to working blind. Not possible to take 10 or 20.

Garrote Attack: Uses the grappling rules with some exceptions.
These rules can be found in either Song and Silence or one of the Dragons (I don’t remember which one off hand). Anyone know?

Feat: At First, Fourth, Seventh and Tenth level the Emissary gains a feat from the following list. Decietful, Investigator, Negotiator, Persuasive.
I would open this up some to allow some choice as to what the Bard wants to focus on: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Leadership, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy, and Track.

Rather than the normal Bardic Ability BARDIC KNOWLEDGE the Emissary recieves: RECALL Recall works much like a photographic memory. An Emissary is able to imprint information into his memory with such precision and then instantly recall such information they make perfect couriers. Such an ability may have a calling in espionage situations. This ability takes one round to function, both in memorization and in recitation/call-back. During such time the Emissary is open to attacks of Opportunity and takes a 3 point penalty to all Listen or Spot checks.
This ability is very clunky, and I am not even sure what it does. Why does it provoke AoO? And why does it effect Spot and Listen? If you have a photographic memory its memorized. What I think might work to do what you are saying here.

Imprint (Ex): An emissary may study any printed page or other surface for one round as a full-round action and all words and images on that surface are then stored in their mind. Later, these words and images may be repeated or transferred to another media at the emissary’s leisure, at which time it is released from their memory. An emissary may only memorize one such written page per point of Intelligence modifier at any one time. Note that magical text cannot be memorized in this manner.

Fast Talk (Sp): Functions as the Bard Class Ability FASCINATE.(i hate leaving it as a Spell-like ability but i see no way around it)
If you want it to act as the Fascinate ability, then yes it must remain as is. The name I would alter. If you don’t like fascinate, then how about something a bit more close than Fast Talk which has a different connotation. Something like: Captivating Speaker, or Compelling Conversationalist.

Voice of Authority (Sp): Functions as the Command Spell on the Divine Caster List with a Static Range of 25 feet.
Subliminal Suggestion (Sp): as per the Bard ability of the same name except that no music or poetry is used, only speech or body language.
Truth Sayer(Su): Functions as the Divine Spell DISCERN LIES. Except Static range of 25 feet, only works on one target at a time and the target must be fully visible to the Emmissary. (this ability is typically used in conjunction with Interrogation)
Convincing Demeanor(SP): Works as the Arcane Spell CHARM MONSTER. EXCEPT: It only works on civilized humanoids (in other words primarily PC races)
Perplex Distraction II * Acts as Confusion ( DMG pp. 300) but lasts for 1 round + 1 round per 2 points of Charisma Modifier.*

If you don’t want them to have magic… why are you giving them more and more spell-like abilities? You should be focusing on Extraordinary abilities and avoiding magic.

Interrogator:[b/] + 1 to Intimidate Roll outside of Combat.

Useless ability overall. Allow them to take Skill Focus (Intimidation) instead as a bonus feat.

Greater Recall: By this point is his career the Emissary has processed so much information that there is agood chance that the Emissary might know the answer to any question posed to him or her.
The ability Functions just as the Bardic ability "Bardic Knowledge" except that the Bonus to the DC roll is equal to HALF of his level plus his Intelligence modifier.
I would grant the Bardic Knowledge As-Is. By the level they gain it they should get the full DC check to make the ability worth-while. I would also rename it something like Worldly Knowledge.

As mentioned before, I would drop this. If you really want to keep something like it I would suggest a variant of “Influence” from Green Ronin.

Favor +(1-X) (Ex): Emissaries have some ability to gain favors from others, coaxing them to perform tasks for them that would benefit the emissary and his party. They may do so in a variety of ways: calling in a favor, bullying a weak-willed thug, blackmailing another or bribing someone. This requires a Favor check: Roll 1d20 and add the emissaries current influence modifier. DC determined by the DM. The emissary cannot take 10 or 20 on this roll, and there are no re-tries on the same target until they gain a level. Failure indicates that the emissary does not have enough clout or influence to get what he needs, or that the person he asked the favor of was intercepted. This ability may be used a number of times per week equal to one half their character level, rounded down.

DC’s: Simple tasks such as procuring a simple item or locating an individual will carry a DC 10 or less. More difficult, illegal, expensive, distasteful or dangerous tasks might range as high as DC 20.
Examples
DC 10: Borrow a coach and horse team, get a private dining room at an inn, convince a blacksmith to forge a special sword.
DC 15: Gain entrance to an exclusive dinner, convince an innkeeper to move commoners out of a room and give it to the party instead, book passage on a smuggling ship
DC 20: Get an ally out of jail, have an enemy thrown in jail
DC 25: Gain entrance to a fortified city during times of war, bypass customs and security when entering a port
DC 30+: Get an audience with the ruler on the spur of the moment, have an enemy assassinated

Master Interrogator: The Emissary may force the target to tell the truth. Roll a D20 + half of the Emissary's level + Intimidation vs a DC of the target's Will Save + Intimidation ranks. ( Intimidation works as Conditioning in this case)
Inquisitor: Functions as Master Interrogator Class Ability EXCEPT the emissary rolls a D20 + the Emissary's level + Intimidation vs a DC of target's Will Save + Intimidation ranks.
This should be a role=playing functionality and the use of Information Gathering, Intimidate, and Sense Motive. In what you describe this is the Skill of Torture.

Diplomatic Immunity: An Emissary at this level may violate laws almost at will so long as he or she remains in good standing with his or her patron. An Emissary without a patron does not gain any benefits of this Class Ability. This ability may or may not save the Emissary if he or she violates another City-state's laws.
Is this really necessary? This should be a role-playing function based on who the emissary serves, not a class ability.

Kahuna is correct, the class has to be somewhat viable in combat. There needs to be at least some combat effectiveness thus I would include some basic Sneak Attack functionality to go along with their weapons, especially the use of the garrote.

Distraction:* Masters of manipulation the Emissary may temporarily distract an opponent that the Emissary is in Melee Combat with or within 30 feet (so long as the Emissary is attacking the target). The Opponent suffers a -1 to all Attack Rolls, Saves, Skill checks and Ability checks.*
Again – this is a spell-like ability. I would prefer seeing them get Improved Feint instead.

Assailant's Advantage : The Emissary, through careful observation of an opponent's body language may Gain a +1 Insight Bonus to AC vs one opponent. This bonus is lost if the Emissary is Flanked.
Again, duplication. Use the verbiage to explain why, but grant Dodge.

Assailant's Advantage II Functions as Uncanny Dodge ( the Emisary Reaints his Dex Bonus to AC even if caught flat footed or attacked by an invisible opponent) plus The Emissary gains a +2 insight Bonus to AC vs one opponent.
Too much to give Uncanny and Improved Dodge.

I would combine these, see below.
Thus I would recommend…(This follows the 24 Rogue class abilities; and I even kept 1 Spell-Like)


EMISSARY
The Lords of the city-states need ot have eyes an ears everywhere. To sniff out dissent, to uncover plots, to secure rights in other cities, or even to sow dissent in other city-states. Lacking great magicians or wondrous new devices this job falls upon the shoulders of the Emissary.

GAME RULE INFORMATION
Emissaries have the following game statistics.
Abilities: Charisma, Dexterity and Intelligence are most important for the emissary’s class skills.
Alignment: Any
Hit Die: d6

CLASS SKILLS
The class skills of the Emissary are: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Underworld, Nobility and Royalty, Religion, Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Languages, Spot, Swim, Tumble and Use Rope.
Skill Points for 1st Level: (8+INT modifier) x4
Skill Points at Each Additional Level: 8+INT modifier

BAB: Intermediate
SAVES: Reflex & Will Good

1: Imprint, Bonus Feat
2: Survival Training
3: Favor +1, Sneak Attack +1d6
4: Bonus Feat
5: Captivating Speaker
6: Improved Survival Training
7: Bonus Feat, Sneak Attack +2d6
8: Favor +2
9: Worldly Knowledge
10: Bonus Feat, Special Ability
11: Survival Training Mastery
12: Sneak Attack +3d6
13: Bonus Feat
14: Favor +3
15: Special Ability
16: Bonus Feat
17: Sneak Attack +4d6
18: Favor +4
19: Bonus Feat
20: Special Ability

Imprint (Ex): An emissary may study any printed page or other surface for one round as a full-round action and all words and images on that surface are then stored in their mind. Later, these words and images may be repeated or transferred to another media at the emissary’s leisure, at which time it is released from their memory. An emissary may only memorize one such written page per point of Intelligence modifier at any one time. Note that magical text cannot be memorized in this manner.

Feat: At 1st level, an emissary gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. They gain an additional bonus feat every 3rd level thereafter (4th, 7th, 10th, 13th, 16th, 19th). These bonus feats must be drawn from these feats: Alertness, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Leadership, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy, and Track. An emissary must still meet all prerequisites for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. An emissary is not limited to this list of bonus feats when choosing these feats.

Survival Training (Ex): At 2nd level, an emissary must select one of two combat styles to pursue: stealthy or defensive combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the emissary selects stealthy combat, he is treated as having the Improved Grapple feat, even if he does not have the normal prerequisites for that feat.
If the emissary selects defensive combat, he is treated as having the Dodge feat, even if he does not have the normal prerequisites for that feat.
The benefits of the emissary’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Worldly Knowledge: A emissary may make a special worldly knowledge check with a bonus equal to his emissary level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the emissary has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.)
A successful worldly knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A emissary may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC…..Type of Knowledge
10……….Common, known by at least a substantial minority drinking; common legends of the local population.
20……….Uncommon but available, known by only a few people legends.
25……….Obscure, known by few, hard to come by.
30……….Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Survival Training Mastery (Ex): At 11th level, an emissary’s aptitude in his chosen combat style (stealthy or defensive combat) improves again. If he selected stealthy at 2nd level, he is treated as having the Improved Critical feat, even if he does not have the normal prerequisites for that feat.
If the emissary selected defensive combat at 2nd level, he is treated as having the Combat Expertise feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the emissary’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Favor (Ex): Emissaries have some ability to gain favors from others, coaxing them to perform tasks for them that would benefit the emissary and his party. They may do so in a variety of ways: calling in a favor, bullying a weak-willed thug, blackmailing another or bribing someone. This requires a Favor check: Roll 1d20 and add the emissaries current influence modifier. DC determined by the DM. The emissary cannot take 10 or 20 on this roll, and there are no re-tries on the same target until they gain a level. Failure indicates that the emissary does not have enough clout or influence to get what he needs, or that the person he asked the favor of was intercepted. This ability may be used a number of times per week equal to one half their character level, rounded down.
DC’s: Simple tasks such as procuring a simple item or locating an individual will carry a DC 10 or less. More difficult, illegal, expensive, distasteful or dangerous tasks might range as high as DC 20.
Examples
DC 10: Borrow a coach and horse team, get a private dining room at an inn, convince a blacksmith to forge a special sword.
DC 15: Gain entrance to an exclusive dinner, convince an innkeeper to move commoners out of a room and give it to the party instead, book passage on a smuggling ship
DC 20: Get an ally out of jail, have an enemy thrown in jail
DC 25: Gain entrance to a fortified city during times of war, bypass customs and security when entering a port
DC 30+: Get an audience with the ruler on the spur of the moment, have an enemy assassinated

Captivating Speaker (Sp): An emissary with 8 or more ranks in the Perform (Oratory) skill can use his poetic conversational skills to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the emissary, and able to pay attention to him. The emissary must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels an emissary attained beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, an emissary makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the emissary cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the speech, taking no other actions, for as long as the emissary continues to speak (up to a maximum of 1 round per emissary level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the emissary to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Captivating Speaker is an enchantment (compulsion), mind-affecting ability.

Improved Survival Training (Ex): At 6th level, an emissary’s aptitude in his chosen combat style (stealthy or defensive combat) improves. If he selected stealthy at 2nd level, he is treated as having the Improved Feint feat, even if he does not have the normal prerequisites for that feat.
If the emissary selected defensive combat at 2nd level, he is treated as having the Uncanny Dodge class ability, allowing them to react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If an emissary already has uncanny dodge from a different class they automatically gain improved uncanny dodge (as the Rogue ability) instead.
As before, the benefits of the emissary’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Special Abilities: On attaining 10th level, and at every five levels thereafter (15th, and 20th) an emissary gains a special ability of her choice from among the following options.
Crippling Strike (Ex): An emissary with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The emissary can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the emissary can attempt to roll with the damage. To use this ability, the emissary must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the emissary’s evasion ability does not apply to the defensive roll.
Evasion (Ex): An emissary can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the emissary is wearing light armor or no armor. A helpless emissary does not gain the benefit of evasion.
Opportunist (Ex): Once per round, the emissary can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the emissary’s attack of opportunity for that round. Even a emissary with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The emissary becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An emissary may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the emissary’s ability to wriggle free from magical effects that would otherwise control or compel her. If a emissary with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.


Hope that helps give you some ideas.
 
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Taking Khaalis' comments into account I have made several changes to my first post on this thread. Khaalis, thank you for your input, it has been very appreciated. This class would never have gotten off of the ground had it not been for you.

That being said I am, of course, going to change some of your suggested abilities and the way they function to suit my own tastes. I hope you do not construe it as criticism but rather modifyingyour ideas to fit my campaign.

Again, thank you.

Emissary

The City-States of the Taleta Valley might be even more dangerous than the Abomination-haunted hinterlands that surround them. The City-States may not harbour foul beasts that rend flesh from the bones of people but assassins, strange cults, mad men, and even the constabulary itself pose a threat to life and limb. in seeking to limit the anarchy and threats to power the various Lords and other powers-that-be employ shadowy figures to sniff out dissent, uncover plots, and even to sow dissent. To this end the Emissary was born. Trained at the hidden, yet presitigious, Academy of Nashrat Aptra in the arts of persuasion, disguise and espionage the Emissaries make admirable spies, counter-insurgents, and diplomats.
An Emissary's ability of persuasion is rumoured to tap unknown forces making them capable of compelling their victims...or targets to perform acts they normally would not do. A Hidden power dances behind their eyes often chilling even the City-State Lord's to the bone.

The Emissary is one part Diplomat, one part Spy, one part deep cover Agent and all deadly. While not known for dealing death at the end of a sword or wielding powers of the Adept Sage the Emissary is a capable combatant... if it ever goes so far as that.

GAME RULES INFORMATION
Emissaries have the following game statistics.
Abilities: Charisma, Intelligence and Dexterity are most important for the Emissary’s class skills.
Alignment: Any,
Hit Die: d6

CLASS SKILLS
The class skills of the Emissary are:
Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Underworld, Nobility and Royalty, Religion, Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Languages, Spot, Swim, and Use Rope.
Skill Points for 1st Level: (8+INT modifier) x4
Skill Points at Each Additional Level: 8+INT modifier

BAB: Intermediate
Saves: Ref/Will Good
BDB: Good



1: Imprint, Bonus Feat
2: Survival Training, Captivating Speaker
3: Favor +1, Distract
4: Bonus Feat
5: Captivating Speaker
6: Improved Survival Training, Voice of Authority
7: Bonus Feat, Subliminal Suggestion
8: Favor +2
9: Worldly Knowledge
10: Bonus Feat, Special Ability
11: Survival Training Mastery
12: Perplex
13: Bonus Feat
14: Favor +3
15: Special Ability
16: Bonus Feat
17: Charming Demeanor
18: Favor +4
19: Bonus Feat
20: Special Ability
Italics indicate Spell-like ability

All Spell-Like Abilities are usable Once per day per Level.

Spell-Like Abilities: These are listed all at once because all of the pertinent rules can be found in the PHB and because I am lazy
Captivating Speaker: Functions as the Bardic Ability Fascinate]. It also counts as that ability towards PRCs.
Subliminal Suggestion:Functions as the Bardic Ability Suggestion. It also counts as that ability towards PRCs

The following abilities function in the following way (unless otherwise noted in the description):
They all have a range of 30 feet, save DCs= 10+Spell Level+Charisma Modifier, Require only verbal components, and a Duration of either one minute per point of Charisma modifier or the listed duration of the spell, whichever is shorter. All other information in the spell listing remains the same.
Distract Temporarily Dazes an opponent as per the 0-level Sorceror Spell Daze.
Voice of Authority: Requires target to follow a short command as per the 1st level Cleric Spell Command
Perplex: Temporarily confuses target as per the 4th level Sorceror Spell Confusion
Charming Demeanor: Temporarily change the reaction of the target as per the 4th level Sorceror Spell Charm Monster This Spell-like ability differes from the others as it may be extended prior to its effects wearing off by merely re-using the ability onthe same target. Its Duration is also measured in Hours rather than Minutes as Most Emisary Spell-Like abilities are.

Imprint (Ex): An Emissary may study any printed page, spoken word, situation or other memorizable event or object for one round as a full-round action and all words and images on that surface are then stored in their mind. Later, these words and images may be repeated or transferred to another media at the Emissary’s leisure, at which time it is released from their memory. An Emissary may only memorize one such event per point of Intelligence modifier at any one time. One page of text, one peice of art, one minute of conversation, and one minute of any situation counts as an Event.
Note that magical text cannot be memorized in this manner.

Feat: At 1st level, an emissary gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. They gain an additional bonus feat every 3rd level thereafter (4th, 7th, 10th, 13th, 16th, 19th). These bonus feats must be drawn from these feats: Alertness, Deceitful, Deft Hands, Diligent, Investigator, Leadership, Negotiator, Nimble Fingers, Persuasive, Skill Focus, Stealthy, and Track. An emissary must still meet all prerequisites for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. An emissary is not limited to this list of bonus feats when choosing these feats.

Survival Training (Ex): At 2nd level, an Emissary must select one of two combat styles to pursue: stealthy or defensive combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the Emissary selects stealthy combat, he is treated as having the Improved Grapple feat, even if he does not have the normal prerequisites for that feat.
If the Emissary selects defensive combat, he is treated as having the Dodge feat, even if he does not have the normal prerequisites for that feat.
The benefits of the Emissary’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Worldly Knowledge: By this time in his carreer an Emissary has seen it all ( or atleastread or heard it all and Imprinted it). An Emissary may make a special worldly knowledge check with a bonus equal to his Emissary level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Emissary has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.)
A successful worldly knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A emissary may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC…..Type of Knowledge
10……….Common, known by at least a substantial minority drinking; common legends of the local population.
20……….Uncommon but available, known by only a few people legends.
25……….Obscure, known by few, hard to come by.
30……….Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Survival Training Mastery (Ex): At 11th level, an Emissary’s aptitude in his chosen combat style (stealthy or defensive combat) improves again. If he selected stealthy at 2nd level, he is treated as having the Improved Critical feat, even if he does not have the normal prerequisites for that feat.
If the emissary selected defensive combat at 2nd level, he is treated as having the Combat Expertise feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the Emissary’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Favor (Ex): Emissaries have some ability to gain favors from others, coaxing them to perform tasks for them that would benefit the emissary and his party. They may do so in a variety of ways: calling in a favor, bullying a weak-willed thug, blackmailing another or bribing someone. This requires a Favor check: Roll 1d20 and add the emissaries current influence modifier. DC determined by the DM. The emissary cannot take 10 or 20 on this roll, and there are no re-tries on the same target until they gain a level. Failure indicates that the emissary does not have enough clout or influence to get what he needs, or that the person he asked the favor of was intercepted. This ability may be used a number of times per week equal to one half their character level, rounded down.
DC’s: Simple tasks such as procuring a simple item or locating an individual will carry a DC 10 or less. More difficult, illegal, expensive, distasteful or dangerous tasks might range as high as DC 20.
Examples
DC 10: Borrow a coach and horse team, get a private dining room at an inn, convince a blacksmith to forge a special sword.
DC 15: Gain entrance to an exclusive dinner, convince an innkeeper to move commoners out of a room and give it to the party instead, book passage on a smuggling ship
DC 20: Get an ally out of jail, have an enemy thrown in jail
DC 25: Gain entrance to a fortified city during times of war, bypass customs and security when entering a port
DC 30+: Get an audience with the ruler on the spur of the moment, have an enemy assassinated

Captivating Speaker (Sp): An Emissary with 5 or more ranks in the Perform (Oratory) skill can use his poetic conversational skills to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the emissary, and able to pay attention to him. The emissary must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels an emissary attained beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, an emissary makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the emissary cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the speech, taking no other actions, for as long as the emissary continues to speak (up to a maximum of 1 round per emissary level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the emissary to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Captivating Speaker is an enchantment (compulsion), mind-affecting ability.

Improved Survival Training (Ex): At 6th level, an emissary’s aptitude in his chosen combat style (stealthy or defensive combat) improves. If he selected stealthy at 2nd level, he is treated as having the Improved Feint feat, even if he does not have the normal prerequisites for that feat.
If the emissary selected defensive combat at 2nd level, he is treated as having the Uncanny Dodge class ability, allowing them to react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If an emissary already has uncanny dodge from a different class they automatically gain improved uncanny dodge (as the Rogue ability) instead.
As before, the benefits of the emissary’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

SPECIAL ABILITIES On attaining 10th level, and at every five levels thereafter (15th, and 20th) an emissary gains a special ability of her choice from among the following options.

Defensive Roll (Ex): The Emissary can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the emissary can attempt to roll with the damage. To use this ability, the emissary must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the emissary’s evasion ability does not apply to the defensive roll.
Evasion (Ex): An Emissary can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Emissary is wearing light armor or no armor. A helpless emissary does not gain the benefit of evasion.
Opportunist (Ex): Once per round, the Emissary can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the emissary’s attack of opportunity for that round. Even an Emissary with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The Emissary becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An emissary may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the Emissary’s ability to wriggle free from magical effects that would otherwise control or compel her. If a emissary with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.


I took away the Sneak Attack ability becasue it just did not jibe with the what i wanted from the class. They are not assassins in the normal sense, although they are often called upon to stab people in the back. Since I took away their Sneak Attack ability I also stripped the Critical Strike "Special Ability " from the list.
I finagled the Imprint ability a bit to make it more versatile. Hopefully is it not overpowered now.
I eliminated some of the Bonus Feats (Athletic and Self-sufficient) becasue they do not really fit the flavour I was going for (and Self-Sufficient is a special feat inthis campaign world).
I deleted a few Skills from the list (Balance, Climb, Jump, and Tumble) becssue with their Class Abilities and Spell-Like abilities they should not need to do nearly as much sneaking as those skills might imply.

The BDB listing (beneat BAB and SAVES) refects the Base Defense Bonus all Classes recieve in the Grim-n-Gritty rules. This has the end result of making the class more able to hold its own in combat.

ok so how does it look?
 

HarryFlashman said:
Taking Khaalis' comments into account I have made several changes to my first post on this thread. Khaalis, thank you for your input, it has been very appreciated. This class would never have gotten off of the ground had it not been for you.
That being said I am, of course, going to change some of your suggested abilities and the way they function to suit my own tastes. I hope you do not construe it as criticism but rather modifyingyour ideas to fit my campaign.
Again, thank you.
While not entirely true – don’t sell yourself short. YOU are the one that got if off the ground. Not I. I just poked and prodded some. As for criticism – nope. First rule about these boards and game design in general is that there is NO such thing as the “perfect” design. Even if 99% of the people love something there will always be those that don’t (and its usually more a 50/50 split). Taste in game mechanics is as varied as taste in food. Thus everything I post, I assume will be taken with a grain of salt. They are simply suggestions and views of opinion from where I sit that I hope will help you look at things in a different light and let you decide what you like better.


Cleaned this up just a bit.
“The City-States of the Taleta Valley might be even more dangerous than the Abomination-haunted hinterlands that surround them. The City-States may not harbor foul beasts that rend flesh from the bones of people but assassins, strange cults, mad men, and even the constabulary itself poses a threat to life and limb. In seeking to limit the anarchy and other threats to the power of the various Lords and other powers-that-be, those powers employ shadowy figures to sniff out dissent, uncover plots, and even to sow dissent. To this end the need for the emissary was born. Trained at the hidden yet prestigious Academy of Nashrat Aptra in the arts of persuasion, disguise and espionage, the emissaries make admirable spies, counter-insurgents, and diplomats. An emissary's ability of persuasion is rumored to tap unknown forces making them capable of compelling their victims...or targets to perform acts they normally would not do. A hidden power dances behind their eyes often chilling even the City-State Lord's to the bone. The emissary is at once a diplomat, spy, and deep cover agent as well as deadly. While not known for dealing death at the end of a sword or wielding the arcane power of the adept sage, the emissary is a capable combatant... if it forced to that last resort.”

Italics indicate Spell-like ability
All Spell-Like Abilities are usable Once per day per Level.
Spell-Like Abilities: These are listed all at once because all of the pertinent rules can be found in the PHB and because I am lazy
From a Purely publishing aspect these need to be removed from here and added directly to the ability if you ever wish to put this in a more “correct” form.

I took away the Sneak Attack ability becasue it just did not jibe with the what i wanted from the class. They are not assassins in the normal sense, although they are often called upon to stab people in the back. Since I took away their Sneak Attack ability I also stripped the Critical Strike "Special Ability " from the list.
I finagled the Imprint ability a bit to make it more versatile. Hopefully is it not overpowered now.
I eliminated some of the Bonus Feats (Athletic and Self-sufficient) becasue they do not really fit the flavour I was going for (and Self-Sufficient is a special feat inthis campaign world).
I deleted a few Skills from the list (Balance, Climb, Jump, and Tumble) becssue with their Class Abilities and Spell-Like abilities they should not need to do nearly as much sneaking as those skills might imply.
ok so how does it look?
Everything seems in order. Nothing too outlandish though it is 2 class abilities more than the Rogue. Though it may be considered balanced in that 1/day Spell-Like abilities are in place of the Rogue’s Sneak Attacks. If you still want to have a “minor” assassin feel to the class’s mechanic, you could add “Poison Use” as one of the Special Abilities in place of the Critical Strike. I think this would better fit the class design anyway.

Poison Use: Emissaries are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade, a surface or an ingestible substance.

Just a thought. Hope that helps.
 
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yeah, I was meaning to add the Poison use Ability as a Replacement for the Critical Strike Bonus Ability but I could not find the rules for it (despite knowing they had been published in either Quint Rogue or Song and Silence). In the end I ignored it so I could go to bed.

I had forgotten to list weapon/armor proficiency Feats

Weapon and Armour Proficiencies
The Emissary is proficient with all simple weapons, plus the garotte (cord and wire) long sword, rapier, sap, scourge, short sword, shortbow, and whip. Emissaries are proficient with light armours and shields (except tower shields).

I also have a problem with how the garotte works according to Song and Silence but I will post it as another thread.

Again, thank you for all of your hard work, Khaalis.
 


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