On the coasts of the Sea of Burning Sand lies a city ruled by a council of mysterious men. They are known as the Emissaries, and they secretly work for the City of Brass on the plane of fire. As their efreet lords cannot easily enter the material plane in sufficient numbers to conquer it, they have created their own breed of lawful evil humanoids by magically mixing devil and human stock.
These emissaries of the efreet are exceptional diplomats due to their infernal blood, and most have some talent in simple sorcery. Most of their talents lie outside of combat, however, and they prefer to conquer cities with their silver tongues rather than their swords. While they have some resistance to fire, the efreet do not allow the emissaries to grow too powerful lest they decide to invade the plane of fire next. The emissaries are easily identified from their stubby horns and the stripped brass half-plate that has been branded permanently to their arms and breast. All emissaries radiate an aura of law and evil.
Quick Pathfinder stats for a typical emissary:
HP: 50 HP
Fort: +6 Ref: +7 Will: +5
Skills: Bluff +18, Diplomacy +16, Intimidate +16, Spellcraft +13, Knowledge (planes) +13, Knowledge (heraldry) +13
Khopesh +9 (1d8, 19-20/x2)
Arcane Armor Training, Arcane Strike, Blind-Fight,
Dodge, Improved Initiative, Persuasive, Spell Focus (enchantment),
Exotic Weapon Proficiency (Khopesh)
0th: 5 known: Det. Magic, Det. Poison, Light, Disr. Undead
1st: 5/day, 3 known: Shield, Disguise Self, Charm Person, (Prot. from Good)
Honeyed words: Once per day can roll two dice when using Bluff and use the higher result.
Corrupting touch: 7 times per day, can cause a creature to become shaken for 1 round as a melee touch attack. Multiple touches do not stack.
Sneak attack 2d6, Skilled Liar (+2 to Bluff), Poison Use
Evasion, Uncanny dodge, Charm spell DCs + 2, resist fire 5, +2 vs poison, +1 vs fear