Diplomat: Difference between revisions

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|adf=1 |gdf=3 |willf=5
|adf=1 |gdf=3 |willf=5
|attackf=3 |perceptionf=3
|attackf=3 |perceptionf=3
|bonus1=You get +2 to [[Initiative Bonus]].
|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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}}

Revision as of 06:54, 24 September 2014

Diplomat
Paragon Tier Expertise
Prerequisites  None.
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.