| Post/Author/DateTime | Post |
|---|---|
| Z3phyr02-24-05, 01:42 PM | An Ambassador specializes in negotiation, diplomacy, and persuasiveness. He avoids fighting and violence unless necessary, and uses his charismatic skills to better himself and those around him. They often travel around the world where they can look for situations or kingdoms that could benefit from the use of a great diplomat. Many are hired for certain situations, and many travel with parties as their leader. They are often bards, but can be from many different classes. Requirements: Alignment: Any Base Attack Bonus: n/a Feats: Negotiator, Persuasive Skills: Diplomacy (8 ranks), Bluff (8 ranks), Gather Information (8 ranks) Spells: n/a Special: A diplomat must have a decent amount of access to people. Someone who doesnt see people or other intelligent beings will not be able to develope his ambassador skills. Class Features: BAB: +1/2 Good Saves: Will HD: 1d6 Class Skills: Animal Empathy (Cha), Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide, Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), and Use Magic Device (Cha). Skill Points per Level: 6+Int Modifier Gains no Weapon or Armor Preficiencies. Ambassador is a 5 level prestige class. Level Ability 1. Legendary Communicator 2. Captivate 3. Bonus Feat 4. Charismatic 5. Diplomatic Immunity Legendary Communicator (Ex) The Ambassador can communicate with any creature with an intelligence score of at least 1. While this usually involves speaking languages or something of the like, it can also be sign language or other forms of communicator to deaf or blind creatures. Captivate (Ex) The Ambassador can use his charm and charisma to captivate creatures to listen to him. The Ambassador can use this ability as a full round action, in which he begins by rolling a diplomacy check. Any creature within 90 feet that the Ambassador can communicate with must make a sense motive check. Any creature that fails the check must sit quietly and listen to the Ambassador speak (up to 2 minutes). During this time, the Ambassador can only speak (like make further diplomacy and bluff checks), and make move actions. Any obvious threat to the creatures ends this affect. This is not a mind affecting ability. It can be used a number of times per day equal to the Ambassador's class levels + his Charisma modifier. Bonus Feat: The Ambassador may pick Skill Focus as his bonus feat for any skill that uses Charisma. Charismatic (Ex): The Ambassador becomes even better at his public relations. He may now add the number of his Ambassador class levels as a bonus to any skill check that involves charisma. For example, a 4th level Ambassador using bluff gets a +4 bonus. Diplomatic Immunity (Su): The Ambassador gains spell resistance equal to his combined levels + 10. |
| Vharuck02-24-05, 02:46 PM | Bunch of the skills don't fit. Like most of the Dex based skills. Also 3/4 BAB is too good for the flavor, I mean he avoids combat at all costs. Creatures have to have an Int of 3 to understand any language. Diplomatic Immunity makes no sense flavor-wise. Why does he get Spellcraft as a skill? He can't even cast spells. All in all, a good idea, and the first few abilities were nicely done, but needs work. |
| Z3phyr02-24-05, 03:11 PM | I originally had a few skills (like spellcraft) there because I only wrote down the Bard skills, not remembering to remove a few of them, that's fixed now. I'll change his legendary communicator to communicating to any creature with intelligence of at least 3. I made his bab +3/4 so that he wouldnt be underpowered, I'll lower it, but I wanna make sure the prestige class isn't lacking. Would you have any suggestion on how to make Diplomatic Immunity flavorful? I want some sort of supernatural ability that can help protect him, but I wanna make it as flavorful as possible. |