Diplomat (3.5e Class)

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He knows your weaknesses even before he makes you prove him right. He weasels out of battles and laughs at politicians. He's the guy on the street corner selling information for the ‘best prices in town’. Now he's joined with you to achieve personal fame and wealth. Good luck.

Making a Diplomat[edit]

Characteristics: Diplomats are good at talking. They weave around destructive foes and avoid fighting. Instead of drawing blades themselves, many will use their money to hire bodyguards. They can turn a hate bound enemy to an interested friend who wishes only to give charity to him. Diplomats can also be master strategists, and they can read opponents skillfully. All they lack is the capability to battle.

Religion: Diplomats do not follow a specific religion, but many times they will use their faith and others who follow that faith to their advantage.

Races: There is not specific race. Diplomats can be anyone with a streetwise mindset and a sly hand in their pocket

Background: Again, Diplomats come in all shapes and sizes. They can be a boy from the slums who rose with their slyness or a rich noble with too much time to spare.

Other classes: Diplomats may despise fools, but they never, ever, jeopardize their conversations unless no effect will come from it. Diplomats work well when together, but their plans may overlap in dangerous ways. Other diplomatic classes, like Bards and Barkeepers, are not as easily swayed by the Diplomat’s silver words.

Abilities: Charisma is by far the most important stat for a Diplomat to keep their silver tongue. A Diplomat will also want Intelligence for extra skills and Wisdom in order to sense motives and see openings. Strength is by far the least used stat by Diplomats. Even if they do get their hands dirty, their worst area is strength.

Alignment: Any.

Starting Gold: [ D + (Dx10)/P ]. D = The total amount given by the DM to the players (add together the starting money of each player). P = The total number of players. This means that the more players there are in a game, the more money the Diplomat starts with.

Starting Age Simple.

Height and Weight Any.

Table: The Diplomat

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Tricks Strength
Debuff
Fort Ref Will
1st +0 +0 +0 +2 Professional Standing, Street’s Secrets, Born a Weakling 0 -2
2nd +1 +0 +0 +3 Add Pressure, Talked Out of It 1 -2
3rd +2 +1 +1 +3 Keep ‘em Talking, Getting Your Hands Dirty 1 -7
4th +3 +1 +1 +4 Sway the Crowds, I Know You I Swear 2 -7
5th +3 +1 +1 +4 Inspire Courage, Inspire Competence 2 -13
6th +4 +2 +2 +5 Friendly Drink, Inebriation Exploitation 3 -13
7th +5 +2 +2 +5 Read Weakness, You Could Use Another 3 -18
8th +6/+1 +2 +2 +6 Cruelty, Closed Mind 4 -18
9th +6/+1 +3 +3 +6 Inspire Heroism 4 -23
10th +7/+2 +3 +3 +7 Keep 'em Watching, Multi-Strike 5 -23
11th +8/+3 +3 +3 +7 Big Words, Not Just Any Theif 5 -28
12th +9/+4 +4 +4 +8 Improved Sway the Crowds 6 -28
13th +9/+4 +4 +4 +8 Sob Story 6 -33
14th +10/+5 +4 +4 +9 Motivation, Deft Hands 7 -33
15th +11/+6/+1 +5 +5 +9 Diligent, Deceitful 7 -38
16th +12/+7/+2 +5 +5 +10 Open Minded, Where He's Needed 8 -38
17th +12/+7/+2 +5 +5 +10 Improved Motivation 8 -43
18th +13/+8/+3 +6 +6 +11 Improved I Know You I Swear 9 -43
19th +14/+9/+4 +6 +6 +11 Improved Talked Out of It 9 -48
20th +15/+10/+5 +6 +6 +12 All Mixed Up, Mass Motivation 10 -48
Skill Points: 8 + Int modifier per level, ×4 at 1st level

Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Diplomat.

Weapon and Armor Proficiency: Diplomats are proficient with all simple weapons, improvised weapons, light armors, and all shields except tower shields. They don’t usually get their hands dirty, but on the occasion the dagger is the most dramatic weapon. And the most dramatic weapon is the one that all Diplomats want.

Spell-like abilities: At higher levels, Diplomats gain a number of spell-like abilities. The Diplomat uses Charisma as the casting stat. His/her caster level is equal to his/her class level.

Professional Standing: Diplomats, whether they already have other professions or not, choose to use their words as a weapon. Their tongue becomes a tool which they use in any and all occasions.

The Diplomat gets a +2 to skill rolls for Sleight of Hand, Bluff, Diplomacy, or Gather Information. The Diplomat may choose one of these four skills to enhance and cannot change which skill they wish to use.

Street’s Secrets: Similar to a passive perception check, you can roll to see if you hear any talk when on the streets, in bars, and in other places where there are people. You gain +3 to Listen checks.

Born a Weakling: The Diplomat was never good at lifting things. Ever. Take the Strength Debuff and apply it to your strength modifier (NOT your strength stat).

Add Pressure: The Diplomat has 1 ‘Trick’ at level two, and will gain one every second level after their second level. Tricks are replenished at the beginning of each day if the player does not choose to rest (see chart below). When a Diplomat uses a Trick, it puts pressure on the target and increases the Diplomat’s Gather Information Rolls by 2.

Trick Replineshing
Time Rested Amount Replinished
Move Action Half of a Trick
Standard Action One full Trick
Full Round Action Two Full Tricks
Full Round Action (While Hasted) Three Full Tricks

Talked Out of It: The Diplomat may use a trick and stop a creature from attacking, casting a spell, or using an ability for two turns.

Keep ‘em Talking: The Diplomat adds K to his/her Charisma Modifier when in conversation with a pressured target. (K = Diplomat’s Level + Charisma Modifier)

Getting Your Hands Dirty: If the Diplomat has at least 3 ranks in Sleight of Hand, he/she may expend a trick and lash out. So long as the Diplomat is within range to attack, the attack cannot be dodged or blocked. Getting Your Hands Dirty can be used on any creature, whether they are in combat or not.

Sway the Crowds: One creature per day which the Diplomat has used in one of his/her abilities or been in conversation with will wish to protect the diplomat for a day.

I Know You I Swear: Diplomats have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Diplomat may make a Knowledge (Local) check. If he/she succeeds, one humanoid enemy becomes friendly with the Diplomat (though not necessarily the party).

Inspire Courage: A Diplomat with 3 or more ranks in a Diplomacy skill can use their silver tongue to inspire courage in his/her allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Diplomat speak. The effect lasts for as long as the ally hears the Diplomat talk and for 5 rounds thereafter.

An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 10th level, and every five Diplomat levels thereafter, this bonus increases by 1 (+2 at 10th, +3 at 15th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence: A Diplomat of 5th level or higher with 3 or more ranks in a Diplomacy skill can use his/her music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Diplomat. The Diplomat must also be able to see the ally.

The ally gets a competence bonus (Equal to +2 at the 5th Level and another +2 on every 5th level thereafter) on skill checks with a particular skill as long as he or she continues to hear the Diplomat's speech. Certain uses of this ability are infeasible. The effect lasts as long as the Diplomat concentrates, up to a maximum of 2 minutes. A Diplomat can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Friendly Drink: Once a day, the Diplomat may offer to share a drink with an NPC who has spent at least a turn in conversation with him. The Diplomat (or maybe the drink) becomes extremely persuasive and the NPC cannot refuse. It is suggested that the Diplomat buy a very strong drink or drug it.

Inebriation Exploitation: The Diplomat has spent so much time among drunk people that he/she knows how to use the condition to his/her advantage. The Diplomat gets +4 on all skill checks when the target is at least slightly intoxicated.

Read Weakness: There are 5 levels of weakness a Diplomat may discover and exploit through talking with someone. The DC for discovering the weakness is dependent both on their ability to hide it and the amount of time you spend interacting with them. This may be done as a Sense Motive check if you are interacting with them or a Gather Information check if dealing with people knowing the weakness.

Sense Motive/Gather Information
Level (DC) Description
Unhidden (10) Manifested often or at all times.
Hidden (15) Manifested time to time and possibly intentionally hidden but when manifested is easy to see.
Well Hidden (20) Manifested rarely or hard to detect when manifested.
Extremely Hidden (25) Manifested very rarely and hidden with large amounts of effort.
Almost Undetectable (30) Manifested extremely rarely and nearly impossible to detect.

You Could Use Another: No one can resist a man with an ale in his/her hand. So long as he/she holds an beverage in-hand, the Diplomatic can make a Diplomacy check with one non-hostile humanoid opposed by the target's Sense Motive. The Diplomat may only use You Could Use Another if he/she has just used Friendly Drink successfully. If the Diplomat succeeds, he/she may give the target said beverage and the target will drink it. Though this technique could be used to poison potential assassination victims, non-evil barkeepers frown upon such a use.

Cruelty: The Diplomat has the ability to make himself menacing to one foe a day per level, dropping their morale.

Closed Mind: The Diplomat is immune to Psionics, Hypnotism, Charming, Daze, and other mind affecting abilities or spells that would put the Diplomat under someone's control or daze them. Psionics being used around the Diplomat will be disrupted (including clairvoyance). Mind affecting magic being used around him/her, however, is not affected unless it is being used on the Diplomat.

Inspire Heroism: At 5th level a Diplomat can inspire his/her allies (and himself) to overcome despair and improve their combat abilities by shouting words of encouragement. This ability gives all allies within a 30 foot radius gain a +1 morale bonus to both their attack and damage roles, and lasts until the end of a combat encounter. This bonus improves to +2 at 10th level, and +3 at 15th level. A Diplomat needs to know when to use his/her inspire ability, and can use it a number of times per day equal to three times his/her intelligence modifier (with a minimum of three times per day).

Keep 'em Watching: Whether or not he/she is talking, the Diplomat may use this ability (which is a spell) and become the center of attention (for any creatures, including humans and beasts). They will remain the center of attention for 4 turns x his/her constitution modifier. While using Keep 'em Watching, the Diplomat becomes targeted by every enemy that can see or hear him (or both), but adds to his/her charisma modifier for every creature (enemy or ally) that can see or hear him (or both). He/she then gains a bonus on dodge, block, and armor deflect rolls (they don't have to be wearing armor to deflect, their skin can be affected by this spell as well) equal to his/her C. C is equal to the players charisma modifier (which, in this instance only, includes adjustments made by Keep 'em Watching and other currently active skills that modify the charisma modifier or stat. Skills also affect C (See below)).

Any skill which adds to charisma counts in C (Ex. Perform, Bluff, Diplomacy, or Gather Information. If you were to roll, on a separate occasion, for a Diplomacy check, add as much to C as you would to that roll because of your ranks in Diplomacy). C does not effect other rolls using charisma (that is separate), and the current charisma

Multi-Strike: The Diplomat may attack multiple times quickly instead of just once. The amount of strikes they may make total depends on the weight of the weapon and their Dexterity modifier. They may converse with the DM in order to determine the amount of strikes.

Big Words: Twice per day, while rolling skill checks against an opponent, the Diplomat may add +1 to their skill roll for each Diplomat level they have.

Not Just Any Theif: If the Diplomat has at least 6 ranks in the Sleight of Hand Skill, they may steal any object(s) from others without them noticing. So long as the Diplomat makes physical contact with the victim, he/she may steal something slyly without chance of the victim noticing.

Improved Sway the Crowds: All creatures who have been in conversation with or been used in his/her abilities will, for 1d2 days, wish to defend the Diplomat (though not necessarily the party). Any of the creatures may roll a will save when Sway the Crowds is activated. If they roll higher than the Diplomat's charisma score, they are not effected (though not necessarily angered). The Diplomat does not roll against any of these saving rolls. The creatures may not always follow the commands of the Diplomat.

Sob Story: Diplomats can either make up stories or tell the truth; either way, they still get payed. Once every conversation with a person under pressure, you may explain to them the terrible circumstances you've been cursed with. You tell them that you are on the streets and must beg tirelessly every day for... What? The pressured person is forced to give you money or some kind of charity?

Indeed, a Diplomat may use his/her Sob Story to convert a person who was under pressure at the time it was used into a loyal companion who will fight for his/her daughter's treatment of some terminal illness. The person may give anything from money to several days of following the Diplomat around and helping with anything the Diplomat connects to his/her kidnapped lover who he/she cries him/herself to sleep every night wishing he/she could save them. The Diplomat rolls a Charisma check for Sob Story. If the story isn't actually true (What? Never!), the Diplomat may add their Bluff skill bonus to their roll.

Bluff
Level (DC) Charities
Small (15) Give a good recommendation, preform a small effort (Less than 5 Minutes), incur a small expense (Determined by the DM), etc.
Medium (20) Lend a somewhat valuable object, preform a medium task (Less than 1 Hour), incur a medium expense (Determined by the DM), etc.
Large (25) Go out of their way to make others think highly of you, incur a major expense (Determined by the DM), preform large efforts (Less than 1 Week), etc.
Major (30) Risk their reputation and/or comfortable lifestyle, tell everyone they meet about your story, incur a major expense (Determined by the DM), preform major efforts(Less than 1 month), etc.
Massive (40) Risk their life or freedom, incur massive expenses (Enough to allow your crippled and, uh, blind and deaf sister, who is, uh, five years old, undergo surgery to replace her, uh, lungs. And heart. And all of her blood.), preform massive efforts (Greater than 1 Month), etc.

Motivation: Diplomats know best how to celebrate over things they didn't do. Or maybe that's football fans. Anyway, Diplomats may inspire one other ally to gain a motivation bonus equal to the Diplomat's Charisma modifier to any rolls they make. Motivation lasts for a number of turns equal to half of the Diplomat's level. If the ally is being pressured by a trick, Motivation lasts for an amount of turns equal to the Diplomat's level, instead of just half. Motivation may only be used once per day.

Deft Hands: It seems Diplomat is just a socially acceptable way of saying thief. The Diplomat gains a +5 bonus on Sleight of Hand and Use Rope checks. This does not add ranks to those skills.

Diligent: Diplomats want precision. The better they can understand something in the first seconds of looking at it, the happier they are. The Diplomat gains a +5 bonus on Appraise and Decipher Script checks. They also gain Appraise and Decipher Script to their passive perception as if they had rolled a 10 when they did the skill roll. If they'd like to Appraise or Decipher Script better than a 10, they must do an actual skill check. This does not add ranks to those skills.

Deceitful: If one is a good Diplomat, he/she is as deceitful as a Rogue. If one is a better Diplomat, no one will know this. The Diplomat gains a +5 bonus to Disguise, Bluff and Forgery rolls. This does not add ranks to those skills.

Open Minded: Diplomats must always learn new tricks faster than their victims can learn the old ones. The Diplomat gains 5 skill points which they may use normally.

Where He's Needed: Once per day, the Diplomat can use the Locate Object spell as a spell-like ability, to locate one location he needs (or wants) to go.

Improved Motivation: The same as Motivation, but they may roll 2d4 for how many targets it has instead of having only one.

Improved I Know You I Swear (Sp): Same as I Know You I Swear but can either target 1d4 of humans or 2 beasts.

Improved Talked Out of It The Diplomat may use a trick to stop 1d6 of currently surrounding creatures (including humans and beasts) from attacking, blocking, casting a spell, or using an ability for 6 turns.

All Mixed Up: The Diplomat switches his current Charisma modifier (including the effects of other abilities) with his current strength modifier (Including the Strength Debuff) For the duration of the battle. The Diplomat will not

Ex-Diplomats[edit]

Aside from dying, once you get into this game there is no way out. In other words, this isn’t a thing to be taken lightly. Of course, we silver tongues take it lightly anyway.
—- Gilbert Higgins, Master Diplomat of Darthmoore

Epic Diplomat[edit]

Table: The Epic Dimplomat Hit Die: d6
Level Special Tricks
21st Bonus Feat 11
22nd Epic Sway the Crowds 12
23rd Bonus Feat 13
24th Epic Keep 'em Watching 14
25th Bonus Feat 15
26th Epic I Know You I Swear 16
27th Bonus Fear 17
28th Epic Talked Out of It 18
29th Bonus Feat 19
30th Epic Mass Motivation 20

8 + Int modifier skill points per level.

Epic Sway the Crowds: Same as Sway the Crowds but all creatures affected will follow the Diplomat's commands.

Epic Keep 'em Watching:

Epic I Know You I Swear:

Epic Talked Out of It: The Diplomat can use a trick to stop all creatures within 30ft from attacking, blocking, dodging, casting spells, or using abilities for one day.

Epic Mass Motivation:

Talk Bonus: The barkeeper's talk bonus (see above) is raised to +7 at level 21 and increases every 3 levels.

Bonus Feats: The epic barkeeper gains a bonus feat (selected from the list of epic barkeeper bonus feats) every 3 levels after 20th.

Epic Barkeeper Bonus Feat List:

Human Diplomat Starting Package[edit]

Weapons: Ornate Dagger(s)- Ornate for intimidation, and it adds to cruelty (1d4 each)

Armor: Padded Armor (Light Armor), armor bonus +1

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int
Bluff 4 Cha
Craft (brewing) 4 Int
Diplomacy 4 Cha
Gather Information 4 Cha
Knowledge (local) 4 Int
Intimidate 4 Cha
Profession (barkeeper) 4 Wis
Sense Motive 4 Wis
Spot 4 Wis
Sleight of Hand 4 Dex 0

Feat: Weapon Focus

Gear: Standard Adventurer's Kit, map

Gold: Seen Above

Campaign Information[edit]

Playing a Barkeeper[edit]

Religion: In the Greek pantheon, Dionysos, patron of wine and debauchery is also the patron of barkeepers. However, any deity that does not frown upon inebriation and well-meaning exploitation of drunkards would work as a deity. Olidammara would be a good choice for a barkeep, though depending on how the character is played, Kord and even Pelor would be good matches.

Other Classes: Fighters, with their inherent strength, tend to make good barkeepers in rough lands. However, they're more suited to be bouncers for the bars in more well-off cities. This goes doubly so for Barbarians, though depending on the level of culture the bar wishes to bring, even they may be turned down from a position working there unless they straighten up. Bards make good barkeepers, as their knack for entertainment would keep patrons coming in, if only to witness the latest story over a mug of ale, or to sing along to a tawdry drunken ballad. Depending on the deity followed, Clerics might make the occasional foray into barkeepdom. Druids might be good at barkeeping as well, if only for their knowledge of nature aiding in the brewing of fine brews. Monks, Paladins, and Rangers would not be necessarily a good pick due to their inherent lawfulness. As for Sorcerers and Wizards, there's no reason they could not become barkeeps themselves; And the spells they weave could easily be used as entertainment, and flavor.

Combat:

We were testing adventurers for a critical mission for the crown. This fat, hairy man came up to me for the sparring test. I picked up my sword, he picked up the waiting bench. I woke up later with a splitting headache...
—Rolfe, Guardsman

Depending on how you roll, you may rely more on feats and skills than actually fighting. Always keep this in mind: The barkeep has to be as flexible as his or her patrons. Do not automatically assume that every fight you are in will be a bar-room brawl. Tact, words, and maybe a little liquid courage may be needed to help diffuse certain situations. After all, property damage is costly.

Advancement: Barkeeps tend to stick to their own bars, though it is possible that one would prefer to be more of an entrepreneur, starting up a chain of bars around the land. It may also be that he sticks to just his one spot, but builds it so that people from around the land come to partake in his liquor.

Barkeepers in the World[edit]

All I did was start a barroom brawl...I did it in every town. But this Barkeep. He was crazy...
—Key, a thief

Daily Life: Get up, make sure the floor is wiped, make sure the kegs are clean, make sure enough beer is in the cellar, open bar, start serving customers, keep serving customers all night, make sure the last guests get home safe, close the bar, go home, sleep.

Notables: Every NPC barkeep in every published setting ever.

Organizations:


NPC Reactions:


Barkeeper Lore[edit]

Characters with ranks in Bardic Lore or Knowledge (any) can research barkeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (any) or Bardic Lore
DC Result
5 Some barkeepers are far more talented than most people at handling customers and fighting a rough crowd.
10 The technique of a barkeeper allows for impressive skill with improvised weaponry, and the ability to drink like a dwarf at a halfling wedding.
15 Some barkeepers have almost superhuman skill at fighting and drinking, as well as the ability to brew potions.
20 Barkeepers may, with enough training, learn to teleport themselves and customers, breathe flames after drinking ale, and even gain mystical powers while drinking.

Diplomats in the Game[edit]

Hey johnny put something witty here okay?

Adaptation: The concept might need some tweaking for pretty much nothing. Aside from trolls, Trolls don’t typically like diplomats. Or maybe it just they don’t understand their job. Or words

Sample Encounter: You are about to go to war. Who is the first person the king calls? The heroes? No of course not. He calls the diplomats to try to take care of things. Then if they are bad at their job he calls the heroes.


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