a brief return to gobbinses

GOBLIN DIPLOMAT



Diplomacy is the art of saying 'Nice doggie' until you can find a rock.

Many realms like Zakhara have civilized Goblins, as opposed to the more usual tribal stuff. This creates a need for negotiators to represent Goblinoid business, and like all the other races Goblins cheat. Thus was born the Goblin Diplomatic Corps.

BECOMING A GOBLIN DIPLOMAT
Any Goblin with Beguiler training will do.

ENTRY REQUIREMENTS
Race: Any Goblinoid
Class Abilities: Surprise Casting (Move Action)
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Sense Motive 4 ranks
Feats: Silent Spell, Still Spell


Class Skills
The Goblin Diplomat's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana, local, nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6

Code:
   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Master of Diplomacy, +1 to Level of existing Arcane Casting Class
2. +1    +0     +0     +3    Sneaky Spell, +1 to Level of existing Arcane Casting Class
3. +1    +1     +1     +3    Spell Resistance, +1 to Level of existing Arcane Casting Class
4. +2    +1     +1     +4    Master of Diplomacy, +1 to Level of existing Arcane Casting Class
5. +2    +1     +1     +4    Sneaky Spell, +1 to Level of existing Arcane Casting Class
6. +3    +2     +2     +5    Spell Resistance, +1 to Level of existing Arcane Casting Class
7. +3    +2     +2     +5    Master of Diplomacy, +1 to Level of existing Arcane Casting Class
8. +4    +2     +2     +6    Sneaky Spell, +1 to Level of existing Arcane Casting Class
9. +4    +3     +3     +6    Spell Resistance, +1 to Level of existing Arcane Casting Class
10.+5    +3     +3     +7   Versatility, +1 to Level of existing Arcane Casting Class
Weapon Proficiencies: A Diplomat gains no new weapon or armor proficiencies.

Master of Diplomacy (Ex): At Levels 1, 4, and 7 choose any class skill. You may always Take 10 on that class skill.

Sneaky Spell (Ex): At Level 2 you gain the Quicken Spell Feat, and may use it despite being a spontaneous caster.

At Level 5 you may cast Silenced Spells as normal instead of a Full Round Action.

At Level 8 you may cast Stilled Spells as normal instead of a Full Round Action.

Spell Resistance (Ex): At 3rd Level you gain Spell Resistance equal to (10 plus your Goblin Diplomat Level) against spells from the Divination school.

At 6th Level this also extends to spells from the Enchantment school.

At 9th Level this also extends to spells from the Necromancy school.

Versatility (Ex): Choose any 2 Metamagic Feats you qualify for as Bonus Feats, and you may now use them as normal instead of a Full Round Action.

PLAYING A GOBLIN DIPLOMAT
The world is your chew toy, you judge need to give it the occasional gentle nudge to remind it that. And by gentle nudge I mean "blatant mind control".
Combat: Combat is not what you were meant for. There are hirelings for that, your goal is to hide till it's all over.
Advancement: Advancement will depend on who your client is, or if you're a freelancer who works for hire. Government or trade employed Diplomats generally have their training paid for (and therefore have limits placed on them).
Resources: You usually have the full might of the government, assuming you're still working for them (or they need you).

GOBLIN DIPLOMATS IN THE WORLD
"Why do they call him Fibber Jones? Well..."
People generally are glad to see you. Not because you're evil, but because you're a nagging pain in the ass. Diplomats are aware of the optics of using their powers, so they generally don't unless they have to. This has made them reeeeally tough negotiators tho.
Daily Life: You're usually knee deep in negotiations (i.e. arguing).
Notables:
Organizations: Goblin Diplomats are usually employed by their government or large trade organizations.

NPC Reaction
Unlike most goblins, your appearance inspires sigh of regret and eye-rolling as opposed to calls for security.

GOBLIN DIPLOMATS IN THE GAME
This is not usually a Prestige Class that screams 'adventurer'. But parties could definitely use your services.
Adaptation: This is meant for campaigns with civilized Goblins, but the premise is easily shifted to a non-racial PrC.
Encounters: PC's generally don't encounter Diplomats directly. It's more likely they fight with their servants.

Sample Encounter
EL 12: The PC's are guarding a local bank, when some Goblins demand entry. After they are rebuffed, they bring in a negotiator. The PC's aren't sure if this is a distraction or a refreshing change of pace...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC GOBLIN DIPLOMAT

Hit Die: d6
Skills Points at Each Level : 6 + int
Spellcasting While Caster Level continues to increase, you do not gain additional spells per day.
Bonus Feats: The Epic Goblin Diplomat gains a Bonus Feat every 3 levels higher than 20th