Ambassador

Morrus

Well, that was fun
Staff member
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable.
[h=5]Requirements[/h] To qualify to become an Ambassador, a character must fulfill the following criteria.

Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks.

Charismatic Hero Talents:
Charm, favor

Allegiance:
An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).
[h=5]Class Information[/h] Hit Die: The Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies.

The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills: The Ambassador’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none).
Skill Points at Each Level: 5 + Int modifier.

[bar]Table: The Ambassador[/bar]
Class Level
Base Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+0+0+2Diplomatic immunity+1+1
2nd+1+0+0+3Open arms, Diplomatic Pouch
+1+1
3rd+2+1+1+3Bonus feat+2+1
4th+3+1+1+4Information access
+4+3
5th+3+1+1+4Stipend+3+2
6th+4+2+2+5Bonus feat or Spy
+3+2
7th+5+2+2+5Restricted access+4+3
8th+6+2+2+6Stipend+4+3
9th+6+3+3+6Bonus feat+5+3
10th+7+3+3+7Select consuls+5+4
[h=5]Class Features[/h] The following class features pertain to the Ambassador advanced class.

Diplomatic Immunity: Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime.

If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check.

An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.

[bar]Table: Diplomatic Immunity[/bar]

Severity of Crime
ExamplesDCEffect of Successful Diplomacy Check
Class 5Disturbing the peace, public intoxication, noninjurious traffic violation15–2 penalty on subsequent Diplomacy checks in that area
Class 4Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon20–5 penalty on subsequent Diplomacy a checks in that area
Class 3Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon25–10 penalty on subsequent Diplomacy checks in the area
Class 2Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances30Deportation within 2d6 hours
Class 1Conspiracy against the government, murder of a public official, sabotage of public utilities35Detention pending the diplomatic action by character’s affiliated government

Open Arms:
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.

Diplomatic Pouch: At 2nd level, the Ambassador receives the ability to carry a special sealed diplomatic pouch, which is usually about the size of a briefcase or similar item. By international convention, this container may not be opened by anyone except another member of the same ambassadorial staff.

Ambassadors normally use these pouches to hold sensitive information and important data files, but they can also be used to smuggle weapons or other restricted materials into secure locations. Since it is normally expected that such illegal things will not be carried, this is something that should not be flaunted. International or interstellar incidents are not something an ambassador would like to deal with or create.

Bonus Feats: At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat must be selected from the following list, and the Ambassador must meet all the prerequisites of the feat to select it.

Attentive, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy.

Information Access:
Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.

Stipend: Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4.

Spy: At 6th level instead of taking a bonus feat, the Ambassador may gain access to a spy. This GM character operates much like a diplomatic contact, except he is capable of far more insidious activities. A spy can be directed to find out top-secret information, interrogate certain individuals, undertake sabotage, or even assassinate a specific target.

While the spy is capable of many things, he cannot do them instantaneously; most require operations that take time to set up, or require the right combination of events to take place. For example, if a top-secret weapon were developed at a secret government facility, it might take two or three days for the weapon to be smuggled out of the site and back into the Ambassador's hands. There is also no guarantee that a given spy will be successful in his mission, and in fact, a spy could even be captured or killed if the operation is sufficiently complicated. The Gamemaster will determine the difficulty and consequences of each such attempt; the Ambassador will not have a direct hand in his spy's operations, and in fact will likely never even know his true identity. Typically, a spy is referred to by a code name or designator, such as “Vigilant”, “X-50”, or “007”.

Restricted Access: At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Research checks.

Select Consuls: At 10th level, the Ambassador may appoint a number of individuals equal to her Reputation bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.
 

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