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negotiator_advanced_class

Negotiator (Advanced Class)

The Negotiator finds a way to mediate the most violent disputes, haggle the best business deal, and reach a compromise with the most dangerous criminals. When a hostage situation takes center stage, the Negotiator is there to offer calm guidance and direct things to a peaceful conclusion. Got a jumper on a window ledge? Call the Negotiator. Need someone to close a big contract? Call the Negotiator. And when the talking ends and the situation remains volatile, the Negotiator knows how to mix it up and close the deal-in whatever manner is necessary.

Select this advanced class if you want your character to excel at bargaining, making deals, and talking his way into and out of trouble.

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

Requirements

To qualify to become a Negotiator, a character must fulfill the following criteria.

Skills: Bluff 6 ranks, Diplomacy 6 ranks

Feats: Alertness

Class Information

The following information pertains to the Negotiator advanced class.

Hit Die: 1d8

Action Points: 6 + one-half character level, rounded down, every time the Negotiator attains a new level in this class.

Class Skills

The Negotiator’s class skills (and the key ability for each skill) are:

Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 4 + Int modifier.

Class Features

The following features pertain to the Negotiator advanced class.

Conceal motive

A Negotiator is a skillful liar. He gets to add a bonus equal to his Negotiator level whenever he opposes a Sense Motive check.

React First

Starting at 2nd level, a Negotiator gains the ability to react first when trying to make a deal or mediate a settlement. The Negotiator must make contact and speak to the participants prior to the start of combat. If he does this, he gains a free readied action that allows him to make either a move or attack action if either side in the negotiation (other than the Negotiator) decides to start hostilities. The Negotiator gets to act before any initiative checks are made, in effect giving him the benefit of surprise.

Bonus Feats

At 3rd, 6th, and 9th level, the Negotiator gets a bonus feat. The bonus feat must be selected from the following list, and the Negotiator must meet all the prerequisites of the feat to select it.

Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Attentive, Confident, Dead Aim, Deceptive, Educated, Far Shot, Iron Will, Personal Firearms Proficiency, Trustworthy

Talk Down

A Negotiator of 4th level or higher can use a calming tone and quick thinking to talk his way out of trouble. Either prior to the start of hostilities or during combat, the Negotiator can talk down a single opponent within 15 feet of his position or otherwise able to hear his voice (if the Negotiator is speaking through a bullhorn, for instance). The target must be able to understand the Negotiator. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Negotiator and the situation in general. Any hostile action by the Negotiator or by one of the Negotiator's allies directed at the opponent allows the opponent to act as he sees fit.

To initiate this talent, the Negotiator must spend a full-round action talking to his opponent. The opponent makes a Will saving throw. The DC is equal to 10 + Negotiator's class level + Negotiator's Charisma bonus. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal. At 7th level, a Negotiator can talk down a number of opponents equal to his Charisma bonus within 15 feet of his position or within 15 feet of a television, radio, or telephone broadcasting his message. At 10th level, the range extends to 30 feet and covers all opponents who can hear and understand his voice.

No Sweat

Starting at 5th level, whenever a Negotiator spends 1 action point to improve the result of a die roll, he rolls an additional 1d6. He can then select the highest die roll to add to his d20 roll.

Sow Distrust

A Negotiator of 8th level or higher can turn one character against another by sowing seeds of distrust. The Negotiator must spend a full-round action and know the name of the character he is attempting to persuade as well as the name of the character toward whom the target's distrust will be directed. The target must be able to hear and under-stand the Negotiator.

The target makes a Will save. The DC is equal to 10 + Negotiator's class level + Negotiator's Charisma bonus. If the target fails the save, his attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile. The target makes a Will save whenever the Negotiator uses this talent against him. As long as the target continues to fail the Will save, the Negotiator can continue taking full-round actions to worsen the target's attitude toward a designated character. When the target's attitude drops to hostile, he attacks the designated character.

A successful Will save doesn't restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the Negotiator to sow distrust.

The Negotiator can't use this talent on his allies.

Advancement Table: The Negotiator

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0 +1 +0 +2 Conceal Motive +0 +1
2nd +1 +2 +0 +3 React First +1 +1
3rd +2 +2 +1 +3 Bonus Feat +1 +1
4th +3 +2 +1 +4 Talk Down One Opponent +1 +2
5th +3 +3 +1 +4 No Sweat +2 +2
6th +4 +3 +2 +5 Bonus Feat +2 +2
7th +5 +4 +2 +5 Talk Down Several Opponents +2 +3
8th +6 +4 +2 +6 Sow Distrust +3 +3
9th +6 +4 +3 +6 Bonus Feat +3 +3
10th +7 +5 +3 +7 Talk Down All Opponents +3 +4
negotiator_advanced_class.txt · Last modified: 2021/12/04 00:38 (external edit)