Difference between revisions of "Diplomat"
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− | {{Classlevel | + | {{Jpeg|Diplomat and Covert Scout|400px}}{{Classlevel |
|name=Diplomat | |name=Diplomat | ||
|tier=Paragon | |tier=Paragon | ||
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|bonus1=You get +1 to [[Agility]]. | |bonus1=You get +1 to [[Agility]]. | ||
|bonus2=As a [[standard action]], you can force each creature who can hear or see you to make a [[Will Save]]. Creatures that fail the will save are obliged to remain nonviolent until someone they are aware of attempts a violent action, such as casting a spell on an unwilling target, or 1d6 rounds pass, whichever comes first. | |bonus2=As a [[standard action]], you can force each creature who can hear or see you to make a [[Will Save]]. Creatures that fail the will save are obliged to remain nonviolent until someone they are aware of attempts a violent action, such as casting a spell on an unwilling target, or 1d6 rounds pass, whichever comes first. | ||
|bonus3=With approximately 1 hour of conversation, you can convince any number of creatures to join your party, so long as doing so would not put you over your point limit. Those creatures get a [[Will Saves|Will Save]] to avoid becoming convinced, and any creatures that save in this way cannot be convinced through your use of this ability until 1 week has passed and you make them believe you have taken a different side. | |bonus3=With approximately 1 hour of conversation, you can convince any number of creatures to join your party, so long as doing so would not put you over your point limit. Those creatures get a [[Will Saves|Will Save]] to avoid becoming convinced, and any creatures that save in this way cannot be convinced through your use of this ability until 1 week has passed and you make them believe you have taken a different side. | ||
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Latest revision as of 18:15, 19 December 2015
Diplomat Paragon Tier Expertise
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Bonuses: | |
♦ You get +1 to Agility. | |
♦ As a standard action, you can force each creature who can hear or see you to make a Will Save. Creatures that fail the will save are obliged to remain nonviolent until someone they are aware of attempts a violent action, such as casting a spell on an unwilling target, or 1d6 rounds pass, whichever comes first. | |
♦ With approximately 1 hour of conversation, you can convince any number of creatures to join your party, so long as doing so would not put you over your point limit. Those creatures get a Will Save to avoid becoming convinced, and any creatures that save in this way cannot be convinced through your use of this ability until 1 week has passed and you make them believe you have taken a different side. |