Difference between revisions of "Diplomat"
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Foxwarrior (Talk | contribs) (Created page with "{{Classlevel |name=Diplomat |tier=Paragon |prerequisites=None. |adf=1 |gdf=3 |willf=5 |attackf=3 |perceptionf=3 |bonus1=You get +2 to Initiative Bonus. |bonus2=As a [[stan...") |
Foxwarrior (Talk | contribs) (at least a save, but it's still kind of a spot fix) |
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|bonus1=You get +2 to [[Initiative Bonus]]. | |bonus1=You get +2 to [[Initiative Bonus]]. | ||
|bonus2=As a [[standard action]], you can force each creature who can hear or see you to make a [[Will Save]], with a DC as per a [[spell list|spell]]. 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]], with a DC as per a [[spell list|spell]]. 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. | + | |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]] with a DC as per a spell 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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Revision as of 08:25, 16 January 2014
Diplomat Paragon Tier Expertise
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Prerequisites None. | |
Bonuses: | |
♦ You get +2 to Initiative Bonus. | |
♦ As a standard action, you can force each creature who can hear or see you to make a Will Save, with a DC as per a spell. 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 with a DC as per a spell 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. |