BisectedBrioche
2008-01-01, 11:57 AM
Alignment: Any
Hit Die: d6
Class Skills:
Diplomacy, Forgery, Decipher Script, Bluff, Sleight of Hand, Speak Language, Move Silently, Intimidate, Open Lock, Gather Information, Hide, Disguise, Perform (oratory)
Skill Points at 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8 + Int modifier.
The Negotiator
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+1|Merciful Ambush +1d6
2nd|
+1|
+0|
+3|
+1|Incapacitation
3rd|
+2|
+1|
+3|
+2|Motivate, Merciful Ambush +2d6
4th|
+3|
+1|
+4|
+2|Second Layer
5th|
+3|
+1|
+4|
+3|Half Truth, Second Persona, Merciful Ambush +3d6
6th|
+4|
+2|
+5|
+3|Silver Tongue
7th|
+5|
+2|
+5|
+3|Putting in a Good Word, Merciful Ambush +4d6
8th|
+6/+1|
+2|
+6|
+4|Slander
9th|
+6/+1|
+3|
+6|
+4|Unthreatening, Merciful Ambush +5d6
10th|
+7/+2|
+3|
+7|
+5|Disguise Self,
11th|
+8/+3|
+3|
+7|
+5|Demoralise, Merciful Ambush +6d6
12th|
+9/+4|
+4|
+8|
+6|
13th|
+9/+4|
+4|
+8|
+6|Disguise Ally, Merciful Ambush +7d6
14th|
+10/+5|
+4|
+9|
+6|
15th|
+11/+6/+1|
+5|
+9|
+7|Disguise Enemy, Merciful Ambush +8d6
16th|
+12/+7/+2|
+5|
+10|
+7|Slippery Mind
17th|
+12/+7/+2|
+5|
+10|
+8|Study Background, Merciful Ambush +9d6
18th|
+13/+8/+3|
+6|
+11|
+8|Facinating speech
19th|
+14/+9/+4|
+6|
+11|
+8|Merciful Ambush +10d6
20th|
+15/+10/+5|
+6|
+12|
+9|Barter With Reality
[/table]
The Negotiator shuns combat in favour of talking their way out of dangerous situations. Using diplomacy, politics, blackmail, bribery or simply fleeing they survive and succeed on their wits and charisma. Good aligned Negotiators tend to be individuals who prefer words over action and negotiation over war, evil aligned Negotiators tend to be manipulative or cowardly. Negotiators are proficient with all simple weapons, they tend to favour small clubs or saps, often they will adopt the use of a defensive weapon (http://www.giantitp.com/forums/showthread.php?t=65079&highlight=Defensive+weapons). They often carry and use caltrops (if you're interested (http://www.giantitp.com/forums/showthread.php?p=2798979#post2798979)by the way...).
Silver Tongue The Negotiator is an expert at talking their way out of trouble. They may add half (to a maximum of 5) their levels in negotiator to their Bluff, Diplomacy and Intimidation checks.
Merciful Ambush This functions as a rogue's sneak attack but always deals non-lethal damage. If the opponent is in a situation where they would be denied a sneak attack then the Negotiator may deal non-lethal damage (with no penalty) with an extra 1d6 non lethal damage per odd level. Ranged weapons may not be used to make a Merciful Ambush.
A Negotiator can ambush only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to ambushes. The Negotiator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Negotiator cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Creatures immune to sleep or which cannot sleep are immune to the effects of Merciful Ambush.
If a Negotiator has levels in rogue then those levels may stack for the purpose of calculating damage for Merciful Ambush. Their levels in Negotiator may stack with levels in rogue for the purpose of deciding damage for Sneak Attacks.
Incapacitation A number of times per day equal to half the negotiator’s class level s/he may force a target of his or her merciful ambush ability to make a fortitude save with a DC equal to [Negotiator Levels] + [Rogue Levels] - [Target's HD] or be knocked unconscious for 1d4-1 hours.
Motivate A negotiator may give up a use of incapacitation to give a speech (1 full round action and a successful Perform (oratory) check) which grants a number of allies equal to the negotiator’s charisma modifier a +1 morale bonus to attack rolls and saving throws for the next hour.
Second Layer The negociator may learn to disguise one aspect of themselves more effectivly. They may either choose one of the following to ignore the disguise check modifier for: gender, age category, race or they may treat each level of familiarity as one level lower (e.g. A close friend is treated as a friend or associate for the purpose of a disguise check).
Half Truth A negotiator may tell a half truth rather than an outright lie, granting a +2 bonus to bluff checks and giving them a chance to reroll the check should they choose to.
Second Persona The Negotiator creates a second persona: a fictional individual with "their" own separate relationships, reputations and "personality". The negotiator may disguise themselves as this "person" with a +20 bonus to the check. Anyone who is familiar with the second persona or the negotiator’s persona has a ([wisdom modifier] - [negotiator’s charisma modifier]) x 5% chance of noticing the similarities between the two each time they interact with the other persona.
Putting in a Good Word The Negotiator may make a diplomacy check on behalf of someone else to someone who has a neutral or better attitude to them. If successful then the individual being vouched for gains a +2 on all diplomacy checks with the target.
Slander The Negotiator may make a diplomacy check on behalf of someone else (using the negotiator’s score) to someone who has a neutral or better attitude to them. If successful then the target's attitude moves one step closer towards hostile towards the victim. The check takes a -2 penalty if the target has a friendly or helpful attitude towards the victim. Providing some positive proof (real or not) grants a +1 bonus (or more if the DM feels its appropriate) and the target must have at least a friendly attitude towards the negotiator if they have a helpful attitude towards the victim.
Unthreatening The negotiator may expend a use of incapacitate to change a hostile creature's attitude to indifferent with a successful diplomacy check with a DC equal to the total of the target's wisdom and intelligence. This can be used against any creature capable of independent thought (i.e. it won't work against undead or hive minds for example).
Disguise Self The negotiator may expend one use of incapacitate to cast Disguise Self as a spell-like ability.
Demoralise As the ability motivate however a speech is made to give a -1 penalty to a group of hostile creatures.
Disguise Ally As disguise self but targeting one willing creature rather than the negotiator.
Disguise Enemy As disguise self but targeting one unwilling creature. The victim must make a diplomacy check of DC (1d10 + [negotiator’s int modifier] + [negotiator’s wis modifier]) to convince anyone who they really are. The save DC is reduced by 5 if the negociator is trying to make the victim appear to be someone else (e.g. disguising the BBEG as his worst enemy, whom he ordered his guards to attack on sight).
Slippery Mind As the rogue ability.
Study Background The negotiator may make gather information checks to find out about a specific person. If they are successful then they gain a +2 bonus to any checks made to deceive or manipulate them (e.g. forgery, disguise enemy skill, intimidate).
Fascinating speech The negotiator starts giving an impromptu speech. As long as they succeed on a DC 25 check each round any creatures with an indifferent or better attitude stop and pay attention to what they are saying. The negotiator can use this ability to get the attention of a large crowd granting a +2 to intimidate or diplomacy checks.
Barter With Reality Once a month the negotiator may give up all their uses of incapacitate for the day to use lesser wish as a spell like ability. They do not need to use the material components of a focus however they must still pay the XP costs.
Relationship with other classes
Negotiators tend to get on well with most classes by their own nature. They have common ground with rogues (both relying on deception and trickery). Paladins and clerics may appreciate their habit of avoiding harming others but may not approve of their dishonourable behaviour. Negotiators tend not to get along with classes which are able to see through their trickery such as wizards (although they may enjoy the challenge).
Hit Die: d6
Class Skills:
Diplomacy, Forgery, Decipher Script, Bluff, Sleight of Hand, Speak Language, Move Silently, Intimidate, Open Lock, Gather Information, Hide, Disguise, Perform (oratory)
Skill Points at 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8 + Int modifier.
The Negotiator
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+1|Merciful Ambush +1d6
2nd|
+1|
+0|
+3|
+1|Incapacitation
3rd|
+2|
+1|
+3|
+2|Motivate, Merciful Ambush +2d6
4th|
+3|
+1|
+4|
+2|Second Layer
5th|
+3|
+1|
+4|
+3|Half Truth, Second Persona, Merciful Ambush +3d6
6th|
+4|
+2|
+5|
+3|Silver Tongue
7th|
+5|
+2|
+5|
+3|Putting in a Good Word, Merciful Ambush +4d6
8th|
+6/+1|
+2|
+6|
+4|Slander
9th|
+6/+1|
+3|
+6|
+4|Unthreatening, Merciful Ambush +5d6
10th|
+7/+2|
+3|
+7|
+5|Disguise Self,
11th|
+8/+3|
+3|
+7|
+5|Demoralise, Merciful Ambush +6d6
12th|
+9/+4|
+4|
+8|
+6|
13th|
+9/+4|
+4|
+8|
+6|Disguise Ally, Merciful Ambush +7d6
14th|
+10/+5|
+4|
+9|
+6|
15th|
+11/+6/+1|
+5|
+9|
+7|Disguise Enemy, Merciful Ambush +8d6
16th|
+12/+7/+2|
+5|
+10|
+7|Slippery Mind
17th|
+12/+7/+2|
+5|
+10|
+8|Study Background, Merciful Ambush +9d6
18th|
+13/+8/+3|
+6|
+11|
+8|Facinating speech
19th|
+14/+9/+4|
+6|
+11|
+8|Merciful Ambush +10d6
20th|
+15/+10/+5|
+6|
+12|
+9|Barter With Reality
[/table]
The Negotiator shuns combat in favour of talking their way out of dangerous situations. Using diplomacy, politics, blackmail, bribery or simply fleeing they survive and succeed on their wits and charisma. Good aligned Negotiators tend to be individuals who prefer words over action and negotiation over war, evil aligned Negotiators tend to be manipulative or cowardly. Negotiators are proficient with all simple weapons, they tend to favour small clubs or saps, often they will adopt the use of a defensive weapon (http://www.giantitp.com/forums/showthread.php?t=65079&highlight=Defensive+weapons). They often carry and use caltrops (if you're interested (http://www.giantitp.com/forums/showthread.php?p=2798979#post2798979)by the way...).
Silver Tongue The Negotiator is an expert at talking their way out of trouble. They may add half (to a maximum of 5) their levels in negotiator to their Bluff, Diplomacy and Intimidation checks.
Merciful Ambush This functions as a rogue's sneak attack but always deals non-lethal damage. If the opponent is in a situation where they would be denied a sneak attack then the Negotiator may deal non-lethal damage (with no penalty) with an extra 1d6 non lethal damage per odd level. Ranged weapons may not be used to make a Merciful Ambush.
A Negotiator can ambush only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to ambushes. The Negotiator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Negotiator cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Creatures immune to sleep or which cannot sleep are immune to the effects of Merciful Ambush.
If a Negotiator has levels in rogue then those levels may stack for the purpose of calculating damage for Merciful Ambush. Their levels in Negotiator may stack with levels in rogue for the purpose of deciding damage for Sneak Attacks.
Incapacitation A number of times per day equal to half the negotiator’s class level s/he may force a target of his or her merciful ambush ability to make a fortitude save with a DC equal to [Negotiator Levels] + [Rogue Levels] - [Target's HD] or be knocked unconscious for 1d4-1 hours.
Motivate A negotiator may give up a use of incapacitation to give a speech (1 full round action and a successful Perform (oratory) check) which grants a number of allies equal to the negotiator’s charisma modifier a +1 morale bonus to attack rolls and saving throws for the next hour.
Second Layer The negociator may learn to disguise one aspect of themselves more effectivly. They may either choose one of the following to ignore the disguise check modifier for: gender, age category, race or they may treat each level of familiarity as one level lower (e.g. A close friend is treated as a friend or associate for the purpose of a disguise check).
Half Truth A negotiator may tell a half truth rather than an outright lie, granting a +2 bonus to bluff checks and giving them a chance to reroll the check should they choose to.
Second Persona The Negotiator creates a second persona: a fictional individual with "their" own separate relationships, reputations and "personality". The negotiator may disguise themselves as this "person" with a +20 bonus to the check. Anyone who is familiar with the second persona or the negotiator’s persona has a ([wisdom modifier] - [negotiator’s charisma modifier]) x 5% chance of noticing the similarities between the two each time they interact with the other persona.
Putting in a Good Word The Negotiator may make a diplomacy check on behalf of someone else to someone who has a neutral or better attitude to them. If successful then the individual being vouched for gains a +2 on all diplomacy checks with the target.
Slander The Negotiator may make a diplomacy check on behalf of someone else (using the negotiator’s score) to someone who has a neutral or better attitude to them. If successful then the target's attitude moves one step closer towards hostile towards the victim. The check takes a -2 penalty if the target has a friendly or helpful attitude towards the victim. Providing some positive proof (real or not) grants a +1 bonus (or more if the DM feels its appropriate) and the target must have at least a friendly attitude towards the negotiator if they have a helpful attitude towards the victim.
Unthreatening The negotiator may expend a use of incapacitate to change a hostile creature's attitude to indifferent with a successful diplomacy check with a DC equal to the total of the target's wisdom and intelligence. This can be used against any creature capable of independent thought (i.e. it won't work against undead or hive minds for example).
Disguise Self The negotiator may expend one use of incapacitate to cast Disguise Self as a spell-like ability.
Demoralise As the ability motivate however a speech is made to give a -1 penalty to a group of hostile creatures.
Disguise Ally As disguise self but targeting one willing creature rather than the negotiator.
Disguise Enemy As disguise self but targeting one unwilling creature. The victim must make a diplomacy check of DC (1d10 + [negotiator’s int modifier] + [negotiator’s wis modifier]) to convince anyone who they really are. The save DC is reduced by 5 if the negociator is trying to make the victim appear to be someone else (e.g. disguising the BBEG as his worst enemy, whom he ordered his guards to attack on sight).
Slippery Mind As the rogue ability.
Study Background The negotiator may make gather information checks to find out about a specific person. If they are successful then they gain a +2 bonus to any checks made to deceive or manipulate them (e.g. forgery, disguise enemy skill, intimidate).
Fascinating speech The negotiator starts giving an impromptu speech. As long as they succeed on a DC 25 check each round any creatures with an indifferent or better attitude stop and pay attention to what they are saying. The negotiator can use this ability to get the attention of a large crowd granting a +2 to intimidate or diplomacy checks.
Barter With Reality Once a month the negotiator may give up all their uses of incapacitate for the day to use lesser wish as a spell like ability. They do not need to use the material components of a focus however they must still pay the XP costs.
Relationship with other classes
Negotiators tend to get on well with most classes by their own nature. They have common ground with rogues (both relying on deception and trickery). Paladins and clerics may appreciate their habit of avoiding harming others but may not approve of their dishonourable behaviour. Negotiators tend not to get along with classes which are able to see through their trickery such as wizards (although they may enjoy the challenge).