Class:  Special Envoy
Created by Jason Amos

Background:  A Special Envoy is a combination of Fighter, Mage, Thief, and Cleric.  This is a single class which draws from the other three classes.  Special Envoy's cannot change classes or become a dual class character.  They have simultainiously trained as a Figher/Mage/Thief/Cleric to become a Special Envoy.

As a Special Envoy, the character has the responsibility of carrying messages, announcements, treaties and other important information for a king or other high social class chartacter.  He may also be enlisted as an escort to transport treasure, VERY bad criminals (those who have committed treason, hurt/killed a high social class character, etc.), or a king's daughter while she travels outside of the realm.

A Special Envoy has been trained to defeat opponents who are out to steal documents and/or shipment for which he is responsable.  He has also learned additional languages from areas outside of his/her realm, knows certain information about his/her employers, other people who may be interested in paying much more for his/her cargo/information than he/she received in the beginning (depending on his/her alignment).  He knows how to get past guards with passwords, and which people will be where at a certain hour (if he/she has been in the same area [castle, inn, village, etc.] for 3 consecutive days).  He/she has also studied and been given advise from higher level Special Envoys, which makes him/her more aware of certain aspects of life (such as, one of the king's councilmen once slit a man's throat for attempting to tell the king about money the councilman took from the royal treasurey.  Is it wise to meet him in the forest when the message from the king doesn't look authentic?).  For these reasons, a Special Envoy is a very well educated, well trained, world traveller, so to speak.  Hence the minimum ability requirements for this class.  They are usually erogant, coming from high class families.  They know all, can do anything, and can pass by the king without bowing (at least that's how they see it).

Minimum Ability
Score Requirements:
Strength:  12
Intelligence:  16
Constitution:  16
Wisdom:  14

Prime Requisites:  Strength, Intelligence

Race Allowed:  Human

Alignment:  CG, LG, NG, LN, True Neutral
					Hit
Experience	Experience		Dice
Level		Points			(d12)
1		0			1
2		3,000			2
3		6,000			3
4		12,000			4
5		24,000			5
6		48,000			6
7		96,000			7
8		180,000			8
9		360,000			9
10		720,000			9+4
11		950,000			9+8
12		1,500,000		9+12
13		1,800,000		9+16
14		2,100,000		9+20
15		2,400,000		9+24
16		2,700,000		9+28
17		3,000,000		9+32
18		3,300,000		9+36
19		3,600,000		9+40
20		3,900,000		9+44



Special Envoys advance slowly and use 1D12 to aquire Hit Points.  They also receive special melee attacks.  They can't make 3 attacks in 2 rounds until the 9th level.  Upon reaching the 9th level, on the round when 1 attack is available, the Special Envoy receives a +1 to hit (no damage bonus).  At the 15th level, the Special Envoy obtains the ability to make 2 attacks per round, receiving +1 to hit with each attack.

Special Envoys start come into game play at an age of 25-27.  This is old for an adventurer (compared to other classes).  But the time spent before then is used to learn the craft of the Special Envoy.

A Special Envoy may only carry a weapon that distinguishes him as an honorable man.  He may only use a long sword or scimitar.  He may also carry a dagger if it is concealed.  He may not use any other weapons as they are viewed as "weapons of war" (morning star, polearms, flails, two-handed swords, etc.).  A dagger would make people think he's some sort of thief, if the dagger isn't concealed...but what do they know, right?

Special Envoy may not be included with dual-class or multi-class characters.

Special Envoys do not attract followers or henchmen as fighters do.
They work in small groups (6-8 people) and try to avoid adventuring with more than 8 adventures because they may not be viewed as honorable, upstanding people in other people's eyes; or they may give away his position if something goes wrong.  While traveling with Royalty (or anyone of higher social standing) he won't care about how big the party is, because there will usually be plenty of guards to cover the enemy while he takes care of his own personal business (hiding, fleeing, stalking the enemy leader, stealing the crown, etc.).

Initial Character Funds for Special Envoys is 8d4 x 10gp.


Most of a Special Envoy's time will probably be spent in a populated area, such as a town or castle, with a small chance of any type of dungeon adventuring.

Only Humans can be Special Envoys.  There are a couple of reasons for this judgement.  Most large civilizations are ruled by humans.  For the most part, human rulers don't want to share the most important factors of their lives (closest relatives, treasures, etc.) with other races for various fears (don't trust Gnomes, think Elves will steal something, etc.).  This is mostly because of stereotyping.  Rulers often believe what they are told by others.  So they don't want to do business with "unwanted types".  They would trust a human over a Dwarf in most instances.  The other reason for this only-Human class is that it gives Humans a chance to gain benefits which only multi-class and dual-class races have.

Special Envoy alignment can be any alignment other than evil.  Truely evil Special Envoys would probably be fun for a party to hunt down, but the class would quickly die out because of other people's untrusting fears of the Special Evnoy.  This isn't to say that a Special Envoy's alignment couldn't be changed, but it would take something magnificent to cause the alignment change (like an intelligent weapon with an evil alignment, or promises of wealth from an evil higher-being).  If the alignment change should be in the making, there is a 30% chance that it won't happen, +5% for every level of the Special Envoy.  Upon reaching 95%, the bonus goes up by +1%, ending at 99%.  There is always that one percent chance that an alignment change will occur.

SPECIAL ABILITIES by "sub-class"

FIGHTER

Melee Attacks Per Round
Special Envoy Level	Attacks/Round
1-8			1/Round
9-14			3/2 Rounds (+1 to HIT on round with 1 attack)
15 & up			2/Round (+1 to HIT on each attack)

Special Envoys may only use Long Swords, Scimitars, and Daggers.

MAGE and CLERIC

Special Envoys can learn the certain Mage and Cleric spells when they reach the same level (and bonus spells for higher Intelligence scores and Wisdom scores).  Having spell casting abilities will be a great (and welcome) help to the Special Envoy if a caravan (say, for the king's gold) is destroyed.  He will have more even ground to smite his enemies (or wipe out the caravan so he can take the gold and run, which isn't always the best idea).  But spell-casting has a price.  Special Envoys may cast only certain spells.  Being unable to spend years in front of books learning how to harness their power, they instead concentrate on certain spells.  The spell selection is very limited compared to what other Wizards and Priests may learn.  The spells they learn are geared toward helping them perform their duties.

ROGUE

Special Envoys receive the same Thieving Skill Base Scores, Thieving Skill Racial Adjustments,  and Thieving Skill Racial Adjustments as if they were single class thieves.  Thieving skills will help him to elude the enemy if he is carrying a secret document, or trying to slip around an enemy's castle if he is there on a diplomatic mission.

OTHER ABILITIES

Always being on guard and potentially "at the ready" in case of trouble is an important part of being a Special Envoy.  He never knows when someone may try to lighten his pocket of money or royal message, or try to toast him with a Fireball while he traverses the wilderness at night.  At a Special Envoy's current level, his Saving Throws are calculated by taking the best score from the Saving Throw table, whether it be in the Warrior, Wizard, Priest, or Thief group.  That is, at 5th level, a Wizard would have a better Spells Saving Throw score than a Warrior, so take the Wizards' score, while a Warrior would have a better Breath Weapon Saving Throw score than a Wizard, so take the Warriors' score.

Special Envoys receive 2 additional languages as part of their training (in addition to bonus languages for a high Intelligence).  They can speak these languages fluently.

Thaco is determined by using the Warrior group.

They may have a secondary skill (if the option is available).

They may obtain Weapon Specialization for the Long Sword or Scimitar, and may be proficient with the Dagger.  They gain no other weapon proficiencies.

They may use non-weapon Proficiency Slots for all groups.  To determine the number of non-weapon proficiency slots, use the Wizard group.

Special Envoys automatically get these proficiencies because of the training they received for this job:  Direction Sense, Riding Land-Based, Swimming, Weather Sense, Disguise, Forgery, Local History, Reading Lips, Endurance, Mountaineering, Navigation, Reading/Writing.  The Special Envoy still starts out with all proficiency slots.

They may only wear Leather or Padded armor, which can be concealed under a robe, cloak, or oversized clothing.  Armor, again, implies "War" and can't be seen on the Special Envoy.  He may wear magical protection (rings, bracers, cloaks, etc.).

Special Envoys may use any magic item that is allowed by all groups: Warriors, Wizards, Priests, and Rogues.

The only magical weapons they may use Long Swords, Scimitars, and Daggers.

Allowed Wizard Spells

Level 1

Alarm
Armor
Charm Person
Comprehend Languages
Detect Magic
Detect Undead
Magic Missle
Protection from Evil
Read Magic
Shield
Sleep
Unseen Servant

Level 2

Bind
Darkness 15' Radius
Deafness
Detect Evil
Detect Invisibility
Fog Cloud
Forget
Invisibility
Knock
Know Alignment
Locate Object
Wizard Lock

Level 3

Clairaudience
Clairvoyance
Dispel Magic
Fireball
Haste
Hold Person
Hold Undead
Illusionary Script
Item
Lightning Bolt
Nondetection
Secret Page
Tongues
Water Breathing

Level 4

Charm Monster
Contagion
Detect Scrying
Dig
Dimension Door
Emotion
Enchant Weapon
Fear
Ice Storm
Illusionary Wall
Improved Invisibility
Leomund's Secure Shelter
Magic Mirror
Minor Globe of Invulnerability
Polymorph Self
Remove Curse
Wall of Fire
Wall of Ice
Wizard Eye

Level 5

Animate Dead
Avoidance
Cone of Cold
Dream
False Vision
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Sending
Teleport

Level 6

Chain Lightning
Contingency
Globe of Invulnerability
Legend Lore
Lower Water
Mass Suggestion
Mislead
Move Earth
Part Water
Permanent Illusion
Programmed Illusion
Project Image
Reincarnation
True Seeing
Veil

Level 7

Delayed Blast Fireball
Finger of Death
Limited Wish
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Power Word Stun
Sequester
Shadow Walk
Simulacrum
Spell Turning
Statue
Vanish
Vision

Level 8

Antipathy-Sympathy
Clone
Demand
Mind Blank
Power Word Blind
Serten's Spell Immunity

Level 9

Foresight
Gate
Imprisonment
Power Word Kill
Temporal Stasis
Time Stop
Weird
Wish

Allowed Priest Spells

Level 1

Bless
Create Water
Cure Light Wounds
Detect Poison
Detect Snares and Pits
Endure Cold/Endure Heat
Pass Without Trace

Level 2

Aid
Find Trap
Messenger
Obscurement
Resist Fire/Resist Cold
Silence 15' Radius
Slow Poison
Speak With Animals

Level 3

Call Lightning
Cure Blindness
Cure Disease
Magical Vestment
Negative Plane Protection
Prayer
Remove Paralysis
Snare
Speak With Dead

Level 4

Call Woodland Beings
Cure Serious Wounds
Detect Lie
Divination
Free Action
Hallucinatory Forest
Neutralize Poison
produce Fire
Protection from Evil 10' Radius
Protection From Lightning
Spell Immunity

Level 5

Atonement
Commune
Commune With Nature
Control Winds
Cure Critical Wounds
Dispel Evil
Flame Strike
Pass Plant
Quest
Rainbow
Raise Dead

Level 6

Aerial Servant
Blade Barrier
Find the Path
Forbiddance
Heal
Stone Tell
Transmute Water to Dust
Transport Via Plants
Turn Wood
Wall of Thorns
Weather Summoning
Word of Recall

Level 7

Chariot Sustarre
Confusion
control Weather
Exaction
Fire Storm
Holy Word
Regenerate
Restoration
Resurrection
Succor
Sunray
Symbol