Diplomat

To Prestige Classes

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Artist Boucher, François (1703–1770) Title Deutsch: Porträt der Madame de Pompadour Artist Boucher, François (1703–1770) Title Deutsch: Porträt der Madame de Pompadour

Dynasties and Demagogues
Author Chris Aylott
Series Campaign Style Series
Publisher Atlas Games
Publish date 2003
Pages 160
ISBN 1-58978-033-7
OGL Section 15 dynasties
Content Puller Joel

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Not every dispute can be resolved with force. Sometimes you have to talk to your enemies, figure out what they want, and present a compromise that everybody can live with. Diplomats excel at doing this.

Diplomats and politicians are both experts in the art of the deal. What’s different is who they deal with and why. Politicians swap favors on a day-to-day basis within an established system. Diplomats negotiate situations where the system has broken down, or where two political systems are in conflict. They understand how to deal with outsiders and how to resolve disputes once and for all.

Good Diplomacy requires Wisdom and Charisma. clerics, wizards, and sorcerers make excellent diplomats — they have the training and the patience to conduct long, difficult negotiations. paladins and bards also do well, though the paladin may have to overcome certain preconceptions about the necessity of smiting evil. Bards can put their wide knowledge of the world to work, while paladins can make good use of their personal Charisma.

Hit Die: d4

Requirements

To qualify for the diplomat prestige class, the character must fulfill the following criteria.
Skills: Bluff 4 ranks, Diplomacy 4 ranks, and Sense Motive 4 ranks
Special: To qualify for the diplomat prestige class, the character must have a Will save of +7 or better.

Class Skills

The diplomat’s class skills (and the key ability for each skill) are Appraise (Intelligence), Bluff (Charisma), Craft (Intelligence), Diplomacy (Charisma), Intimidate (Charisma), Knowledge (geography, history, law, nobility and royalty) (Intelligence), Sense Motive (Wisdom), and Speak Language.
Skill Points at Each Level: 6 + Intelligence modifier

Level BAB FS RS WS Special
1 +0 +2 +0 +2 Cultural Adaptability (fast learner), Offer Compromise +2
2 +1 +3 +0 +3 Blunt Hostility, Evaluate Deal
3 +1 +3 +1 +3 Determine Objective
4 +2 +4 +1 +4 Arbitrate Dispute
5 +2 +4 +1 +4 Offer Compromise +4
6 +3 +5 +2 +5 Cultural Adaptability (instant native)
7 +3 +5 +2 +5 Force Concession (1/day)
8 +4 +6 +2 +6 Seniority
9 +4 +6 +3 +6 Force Concession (1/hour)
10 +5 +7 +3 +7 Resolve Dispute

Class Features

All the following are class features for the diplomat prestige class. The DCs for required skill checks are included where appropriate.

Weapon and Armor Proficiency: The diplomat is proficient in simple weapons.

Party: In the rules below, a party is any individual or group that participates or has an interest in the results of the diplomat’s actions. If the party is a group, then one representative of that party makes any skill checks or Will saves that are called for by the diplomat’s abilities. The representative may be designated by any means the members of that party choose, and may change from roll to roll.

Cultural Adaptability: Diplomats learn the customs of new cultures quickly, and often with great enthusiasm. A diplomat receives a +2 competence bonus at skill checks to learn or perform any rituals or required behaviors of the society she is in, whether that society is a barbarian tribe or a thieves’ guild.

At 6th level, the diplomat instinctively observes and mimics the behaviors of a culture. She automatically succeeds at any skill check that tests etiquette or the ability to pass as a native of a society. This does not grant secret knowledge or the ability to speak an unknown language, nor does it allow the character to automatically disguise herself. It simply represents the character’s ability to always pick up the right spoon, address the king properly, or stand with an appropriate posture. In a situation where polite behavior is important but is not directly tested, the diplomat receives a +2 reaction bonus to Bluff, Diplomacy, and Perform checks.

Offer Compromise: Diplomats know that to get a lot you usually need to give a little. A diplomat receives a +2 competence bonus to Diplomacy checks when she offers a compromise to a party involved in a negotiation. The diplomat must give up a significant concession to receive the bonus; whether a concession is significant is up to the discretion of the GM. A good rule of thumb is that if both parties are a little unhappy with the deal, it’s probably a good compromise.

At 5th level, this bonus increases to +4.

Blunt Hostility (Sp): At 2nd level, the diplomat learns how to forestall aggression long enough to talk her way out of a situation. When physically threatened, she may make an Intimidate, Diplomacy, or Perform (oratory) check (DC 15) as a full-round action. If the diplomat takes damage or fails a saving throw during this attempt, she must make a Concentration check (DC 15) to complete the action.

If the diplomat is successful, each creature that can see, hear, and understand the diplomat must make a Will save equal to or greater than the diplomat’s check result to attack her. The effect persists for one round for each level the diplomat has in this prestige class. If a creature’s saving throw succeeds, Blunt Hostility has no effect on it for 24 hours.

Blunt Hostility is a mind-affecting charm ability.

Evaluate Deal: At 2nd level, the diplomat gains the ability to determine the true worth a deal for every party involved. After learning the terms of the deal, the diplomat may make an Appraise check (DC 20).

If the diplomat succeeds, she understands all the present and future consequences of the deal, insofar as it is possible to predict them. (If it is impossible to predict some consequences of the deal, the diplomat knows why her understanding is limited.) The diplomat also knows how much each party affected by the deal benefits from it relative to the other parties. For example, a diplomat can evaluate a treaty between humans and elves and determine how it will affect the dwarves she represents, even if the dwarves are not involved in making the treaty.

Some parties involved in a deal may wish to obscure the diplomat’s understanding of the deal with misdirection or complicated language. Any party who tries to obscure the deal may make a Bluff check. The result of the diplomat’s Appraise check must then be higher than these Bluff checks as well as the DC of 20.

Determine Objective: Most people will settle for less than they want. At 3rd level, the diplomat learns how to determine what that minimum is. During a negotiation, she may observe a party she is negotiating with and determine the least favorable deal that he will accept. The diplomat must hear at least one set of demands from the party before attempting to use this ability.

The diplomat makes a Sense Motive check, opposed by the party’s Bluff check. If the diplomat succeeds, she learns the least favorable deal that the party will accept. If the diplomat offers these terms, that party must accept them.

Arbitrate Dispute (Sp): At 4th level, the diplomat gains great authority when acting as a disinterested intermediary between two or more parties. After listening to all sides plead their cases, the diplomat may present a resolution to their dispute. The diplomat may set any terms she likes, so long as she does not directly benefit from any term of the resolution. (The diplomat may be compensated for her services, but this should be negotiated separately — and probably in advance — with the parties involved.)

The diplomat then makes a Diplomacy check. Any party that wishes to reject the diplomat’s resolution must succeed at a Will save; the DC is the result of the diplomat’s Diplomacy check. If any party succeeds at the Will save, none of the parties are bound by the diplomat’s resolution, though the diplomat may propose another solution if the parties are still interested in listening to her.

Otherwise, all of the parties must honor the terms of the resolution to the best of their abilities.

Arbitrate Dispute is a mind-affecting ability.

Force Concession (Sp): At 7th level, the diplomat’s force of personality helps her to extract concessions during a negotiation. Once per day, she may make a Diplomacy check to specify a change in any one statement of a party’s demands. The party opposes this change with a Will save. If the diplomat succeeds, the party must continue its negotiations as if it had been making the altered demand all along.

At 9th level, the diplomat may use this ability once per hour. Force Concession is a mind-affecting ability.

Seniority: At 8th level, the diplomat gains the benefit of seniority over her fellow diplomats. She receives a +2 reaction bonus to Bluff, Diplomacy, and Intimidate checks when dealing with a diplomat with fewer levels in the diplomat prestige class than she has.

Resolve Dispute (Su): At 10th level, the diplomat’s negotiation skill becomes almost unbeatable. The diplomat may propose a resolution to any negotiation, setting any terms she likes. She then makes a Diplomacy check, gaining a +1 circumstance bonus for every hour she spends convincing the parties involved to agree to her terms.

Any party who wishes to reject the diplomat’s resolution must succeed at a Will save; the DC is the result of the diplomat’s Diplomacy check + 10. If any party succeeds at the Will save, none of the parties are bound by the diplomat’s resolution, though the diplomat may propose another solution if the parties are still interested in listening to her. Otherwise, all of the parties must honor the terms of the resolution to the best of their abilities. Any other diplomat representing a party may substitute a Diplomacy check for her party’s Will save. Resolve Dispute is a mind-affecting ability.

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