Difference between revisions of "Diplomat"

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{{Classlevel
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{{Jpeg|Diplomat and Covert Scout|400px}}{{Classlevel
 
|name=Diplomat
 
|name=Diplomat
 
|tier=Paragon
 
|tier=Paragon
|prerequisites=None.
+
|bonus1=You get +1 to [[Agility]].
|adf=1 |gdf=3 |willf=5
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|attackf=3 |perceptionf=3
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|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]]. 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.
 
}}
 
}}

Latest revision as of 18:15, 19 December 2015

Diplomat and Covert Scout.jpg
Diplomat
Paragon Tier Expertise
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.