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negotiator_advanced_class [2013/08/27 21:14]
127.0.0.1 external edit
negotiator_advanced_class [2021/12/04 00:38] (current)
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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.
  
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-The Negotiator finds a way to mediate the most violent disputes, haggle the best busi-ness 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 Negoti-ator knows how to mix it up and close thedeal-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. 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. 
  
 +The fastest path into this advanced class is from the [[charismatic_character_class|Charismatic]] hero basic class, though other paths are possible.
  
-REQUIREMENTS +=====Requirements===== 
-To qualify to become a Negotiator, a charac-ter ​must fulfill the following criteria. +To qualify to become a Negotiator, a character ​must fulfill the following criteria. 
-Skills: Bluff 6 ranks, Diplomacy 6 ranks. Feat: Alertness. + 
-CLASS SKILLS +**Skills:**  [[bluff_skill|Bluff]] 6 ranks, ​[[diplomacy_skill|Diplomacy]] 6 ranks 
-The Negotiator's class skills are as follows. + 
-Bluff (Cha), Computer Use (Int), ​Diplo-macy ​(Cha), Drive (Dex), Gamble (Wis), ​Gath-er ​Information (Cha), Intimidate (Cha), Investi-gate ​(Int), Knowledge ​(behavioral sciences, business, civics, current events, popular cul-ture, streetwise) (Int), ​Profession ​(Wis), Read/Write Language (any) (N/​A), ​Sense Motive (Wis), ​Speak Language (any(N/​A), ​Spot (Wis). +**Feats:**  [[alertness_feat|Alertness]] 
-Skill Points at Each Level: 4 + Int modifier. + 
-HIT DIE +=====Class Information===== 
-The Negotiator gains ld8 hit points per level. The character'​s Constitution modifier applies. +The following information pertains to the Negotiator advanced class
-ACTION POINTS + 
-The Negotiator gains a number of action points equal to 6 + one-half his character lev-el, rounded down, every time he attains a new level in this class. +**Hit Die:​** ​ 1d8 
-CLASS FEATURES + 
-All of the following ​are features ​of the Negoti-ator ​advanced class. +**Action Points:​** ​ 6 + one-half character level, rounded down, every time the Negotiator attains a new level in this 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 +=====Class Skills===== 
-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 partici-pants ​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 ben-efit ​of surprise. +The Negotiators class skills ​(and the key ability for each skill) ​are:  
-Bonus Feats+ 
 +[[Bluff (Skill)|Bluff]] ​(Cha), ​[[Computer Use (Skill)|Computer Use]] (Int), ​[[Diplomacy (Skill)|Diplomacy]] ​(Cha), ​[[Drive (Skill)|Drive]] ​(Dex), ​[[Gamble ​(Skill)|Gamble]] ​(Wis), ​[[Gather Information (Skill)|Gather ​Information]] (Cha), ​[[Intimidate (Skill)|Intimidate]] ​(Cha), [[Investigate ​(Skill)|Investigate]] ​(Int), ​ ​[[Sense Motive ​(Skill)|Sense Motive]] (Wis), ​ ​[[Spot Skill)|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_skill|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. 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.
-Ability Focus, ​Advanced Firearms ​Profi-ciency,​ Alien Cohort, Armor Proficiency (light), Armor Proficiency (medium), ​Atten-tive, Authorized Channels, Closed Mind, Co-hort, Confident, ​Culturally Adapted, ​Dead Aim, Deceptive, Educated, Far Shot, Favored One, Government Sanctioned, Haggle, Influ-ential, ​Iron Will, Natural Talent, Oathbound, Open Minded, ​Personal Firearms Proficiency, ​Poker Face, Renown, Robo-Diplomat,​ Trust-worthy,​ Xeno-Diplomat. + 
-318 +[[advanced_firearms_proficiency_feat|Advanced Firearms ​Proficiency]][[armor_proficiency_light_feat|Armor Proficiency (light)]][[armor_proficiency_medium_feat|Armor Proficiency (medium)]][[attentive_feat|Attentive]][[confident_feat|Confident]][[dead_aim_feat|Dead Aim]][[deceptive_feat|Deceptive]][[educated_feat|Educated]][[far_shot_feat|Far Shot]][[iron_will_feat|Iron Will]][[personal_firearms_proficiency_feat|Personal Firearms Proficiency]][[trustworthy_feat|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 ​regard-ing ​the Negotiator and the situation in gen-eral. 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.+==== 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. 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 tele-phone ​broadcasting his message.+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. At 10th level, the range extends to 30 feet and covers all opponents who can hear and understand his voice.
-The NEGOTIATOR + 
-Class Base Attack Fort Ref Will Class Defense Reputation +==== No Sweat ==== 
-Level Bonus Save Save Save Features Bonus Bonus +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. 
-1st +0 +1 +0 +2 Conceal Motive +0 +1 + 
-2nd +1 +2 +0 +3 React First +1 +1 +==== Sow Distrust ​====
-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 +
-No Sweat +
-Starting at 5th level, whenever a Negotiator spends 1 action point to improve the result of a die roll, he rolls an addiitional1d6. He canthen ​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. 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 + Nego-tiator's Charisma bonus. If the target fails the save, his attitude toward the other designat-ed ​character worsens by one step: helpful turns to friendly, friendly to indifferent, ​indif-ferent ​to unfriendly, unfriendly to hostile ​(see the Diplomacy skill, page 56). 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 Ne-gotiator ​can continue taking full-round ​ac-tions ​to worsen the target'​s attitude toward a designated character. When the target'​s ​atti-tude ​drops to hostile, he attacks the designat-ed ​character. + 
-A successful Will save doesn'​t restore previous attitude shifts, but it does render the target immune for 24 hours to further ​at-tempts ​by the Negotiator to sow distrust.+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. The Negotiator can't use this talent on his allies.
  
-{{tag>​advancedclass modern}} ​+ 
 +=====Advancement Table: The Negotiator===== 
 +<WRAP center round box 95%> 
 +|**Class Level**|**Base Attack Bonus**|**Fort Save**|**Ref Save**|**Will Save**|**Special**|**Defense Bonus**|**Reputation 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| 
 +</​WRAP>​ 
 +{{tag>​advancedclass ​charactercreation ​modern}}
negotiator_advanced_class.1377638050.txt.gz · Last modified: 2021/12/04 00:40 (external edit)