Multiworld Arbiter (politicians of the multiverse, UNITE!)

Quetzocoatl

First Post
Its been a while since I've posted anything, so I figured I put this class that I wrote after I got the MotP. Obviously, this is maily an NPC class (unless your playing a Planescape campaign or the like), so no big combat abilities (unless someone comes up with one that fits with the class). I'd like help finding a more defined way to do Peacemaker in game terms. Please comment :).

Multiworld Arbiter

The multiworld arbiter is a diplomat, merchant, judge, and negotiator that plies his trade across the planes, never staying in one dimension for too long. They travel from plane to plane, always seeking to fairly settle disputes and make profitable inter-planar business transactions. They bear an oath of neutrality, vowing to never favor one plane’s matters over another. To enforce this neutrality, they are required to break all bonds with any home plane they once had, in turn making them sort of planar outcasts- never at home. Multiworld Arbiters are often summoned to a certain world to settle a dispute or mediate an event. Members of any class can take up this path, though you will find few barbarian multiworld arbiters.

HD: d6

Requirements
Alignment: N, NG, NE, LN
Knowledge (the planes): 8 ranks
Diplomacy: 5 ranks
Sense Motive: 5 ranks
Gather Information: 2 ranks
Feats: Iron Will, Planar Expertise, Skill Focus (diplomacy)
Must speak Common, Abyssal, Celestial, Infernal, Auran, Terran, Ignan, and Aquan.
Special: Must have some means of traveling from plane to plane, be it knowledge of the Plane Shift spell, a racial or class feature, or a magic item.
Special: Must take an oath severing all bonds with their former home plane. Prior to taking this oath, the prospective multiworld arbiter must have spent at least one year without setting foot in his home plane.

New Feat: Planar Expertise
You are fascinated by the nature of the multiverse and can easily adapt to the diverse conditions of various planes.
Benefit: From now on, Knowledge (the planes) is considered a class skill for you no matter what class you take (this does not effect ranks already had in the skill). In addition, you gain a +2 bonus on all saves that specifically effect extraplanar creatures (banishment, dismissal, holy word, blasphemy, etc).

Class Skills
Appraise, Bluff, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Innuendo, Intimidate, Knowledge (all skills taken individually), Listen, Perform, Profession, Read Lips, Search, Sense Motive, Speak Language, Spot, Use Magic Device, Use Rope, Wilderness Lore

Skill points per level: 6 + intelligence modifier

Class Features

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Planar Drifter, Way With Words +1
2 +1 +0 +0 +3 Planar Survival, Cultural Adaptation,
3 +2 +1 +1 +3 Plane Shift 1/day, Translator 1/day
4 +3 +1 +1 +4 Peace Maker, Way With Words +2
5 +3 +1 +1 +4 Planar Nomad, Translator 2/day
6 +4 +2 +2 +5 Universal Tongue
7 +5 +2 +2 +5 Way With Words +3
8 +6 +2 +2 +6 Plane Shift at Will
9 +6 +3 +3 +6 Incorruptible
10 +7 +3 +3 +7 Slick Tongue, Way with Words +4

Planar Drifter: The multiworld arbiter gives up allegiance to his home plane upon taking this class. Because of this, he is immune to all Banishment and Dismissal spells and effects, no matter what plane he is on. This is an extraordinary ability.

Way With Words: No matter what plane he’s on, the Multiworld Arbiter knows people better than any other. He gains the listed competence bonus to all Bluff, Diplomacy, Gather Information, Innuendo, Intimidate, Perform, Read Lips, and Sense motive checks. This is an extraordinary ability.

Planar Survival: Because of his constant exposure to different planar conditions, the Multiworld Arbiter has built up a resistance against harmful planar effects. Any effect that would be negated by the avoid planar effects (MotP) spell is negated by this planar survival ability as well. Note that this only provided immunity to planar effects. Thus, even though he becomes resistant to the flames on the elemental plane of fire, he is still vulnerable to other fire effects (even if they are used on the plane of fire); and even though he can now breathe of the elemental plane of water, he does not have water breathing on other planes that are not completely composed of water. This is an extraordinary ability.

Planar Lore: The Multiworld Arbiter picks up stray bits of knowledge about people, cultures, and places in his travels through the planes. This ability works exactly like the bardic knowledge ability of the bard class. Iff a multiworld arbiter already has bard levels (or levels in another class with the same ability, such as the loremaster), his arbiter levels and bard (or levels in another appropriate class) stack for the purpose of using Planar Lore.

Plane Shift: At third level, the multiworld arbiter can use Plane Shift as a spell-like ability once per day as a caster of his total character level. At eighth level, he can use this ability at will.

Tanslator: Even with his vast knowledge of languages, the Multiworld Arbiter is bound to come across obscure dialects and lost tongues in his travels. Once per day, he can touch one creature who speaks at least one language that the arbiter does not. The arbiter then chooses one of the languages the touched creature knows but he does not. For the next twelve hours, the multiworld arbiter can speak, read, write, and understand the language fluently. The touched creature does not get a saving throw, but if he is unwilling, the arbiter must make a touch attack. This supernatural ability can be used twice per day at fifth level.

Peace Maker: At fourth level, the multiworld arbiter can cause people who would normally be foes to see eye to eye. He can now make diplomacy checks to influence NPC’s attitudes towards other people instead of just himself. Treat this just like a regular diplomacy check to influence the creature’s attitude. For example, a multiworld arbiter who wishes to settle a dispute between two land owners, who both feel unfriendly to the other, could make a diplomacy check (DC 15) to make them feel indifferent to each other (see page 149 in the DMG for information about influencing NPC attitudes). This is an extraordinary ability.

Planar Nomad: By fifth level, the multiworld arbiter has been completely and utterly separated from any home plane. His type changes to Outsider, regardless of what plane he is currently visiting. However, he can still be resurrected by normal means.

Universal Tongue: At sixth level, the multiworld arbiter can telepathically communicate with any creature within 100 feet from him that has a language. The creature can choose to telepathically respond to the multiworld arbiter, but is under no obligation to do so. This is a supernatural ability.

Incorruptible: At ninth level, the multiworld arbiter gains Spell Resistance 20 against all enchantment effects and all magical attempt to read or influence his mind.

Slick Tongue: The multiworld arbiter knows that the best way to win a fight is not to fight one at all. Whenever he converses with a creature for at least one minute, he may attempt a diplomacy check to magically influence the creature as a spell-like ability (his caster level is equal to his character level). The creature is still entitled to a will save to avoid the effect. If his check beats DC 15, he can magically Command the creature (DC to resist 11 + multiworld arbiter’s charisma modifier). If he beats DC 20, he can implant a Suggestion into the conversation (DC to resist 13 + multiworld arbiter’s charisma modifier). If his diplomacy check beats DC 25, he has Charmed the creature (as per the Charm Monster spell) (DC to resist 14 + multiworld arbiter’s charisma modifier). If his check beats DC 30, he can put a magical Geas/Quest upon the creature (DC 16 + charisma modifier). If he beats 35, he can Dominate the creature (as per Dominate Monster) (DC to resist 19 + multiworld arbiter’s charisma modifier). He can choose to use a lower effect than the DC he beats if he so wishes (but he cannot use a higher one).
 
Last edited:

log in or register to remove this ad



Crothain:

I'm glad you like it :). Bardic knowledge would fit, but I wonder if that wouldn't be giving the class too much stuff.

hong:

lol! More like the multinationed arbiter...

:) Keep it comin!
 

Hi! I like the class, but have some problems with the new feat. Don't you think anyone playing a plane-hopping campaign would take it? And usually, a feat that everyone would take is a tad overpowered... Second, the pre-req about the ability to shift planes : do you think a magic item could be a pre-req for a PrC? After all, a magic item could be easily lost or stolen...

Except that, the class is great, and I agree that a Bardic knowledge would fit and wouldn't be too much... But if you feel it's too much, maybe reducing the Way With Words ability a bit would be good. I think +8 may be a bit too much...
 

I'm glad you like the class. Your right, the feat might be too useful. Howsabout a +2 bonus against spells and effects specifically targeting extraplanar creatures (banishment, dismissal, word of chaos, blasphemy, ect) instead of no penalties from opposite aligned planes?

I'm seriously considering putting in a planar lore ability, perhaps replaceing cultural adaptation.

Tell me whatcha think! :)
 

Update:

Changed the new feat to provide bonus against outsider'effecting spells instead of making the character immune to planar alignment penalties.

Replaced Cultural Adaptaptation with Planar Lore

Moved Gather Infor requirement to two ranks

Made Way with Words stop at +6

Allowed replies to Univeral Language

Allowed MA to be ressurected even though they're outsiders.

Comments?
 

Remove ads

Top