Orator

Peerless in the ways of speech, orators can manipulate others' thoughts using nothing more than carefully-chosen words.
==Overview==
Orators are generally not heavy-hitters, but they can turn the tides of battle all the same using their speech abilities. Orators can give their allies bonuses and hinder their enemies, even to the point of convincing hostile foes to lay down their arms.
Outside of combat is where orators shine. Their impressive charisma allows them to acquire new allies and prevent fights entirely much easier than other classes. In situations where careful diplomacy or brutish intimidation is needed, orators are priceless party members.
Although they do not have any overwhelming weaknesses in defense, being overall well-rounded, orators do not have any overwhelming strengths, either. However, many orators gain particular bonuses for not wearing combat armor or having visible weapons, so they may consequently be more fragile in the thick of combat.
==Class Skills==
Orators begin play with +1 in the following: Bluff, Intimidate, Diplomacy, Knowledge: Politics, Knowledge: Local.
==Baseline Perks==
Regalia: When in ceremonial or noncombat gear and without unsheathed weapons, orators have +2 Charisma.
Social Network: Orators have many connections throughout the galaxy -- countless friends of friends and acquaintances they met in passing that could still prove to be beneficial. When arriving in a new area, an orator may roll a Knowledge: Local check, adding their Charisma score to the roll and with each "reroll" serving as an additional contact they may know. Rolling 5 or fewer indicates not knowing anyone; 6-15 is knowing someone indifferent to the orator; 16-20 is knowing someone friendly, and anything above 20 indicates a helpful contact.
==Tier 1: Spokesman==
At level 1, an orator may choose three of the following abilities:
: Persuasive: Passive. +2 Diplomacy and +2 Intimidate.
: Subtext: Passive. May use Diplomacy to read into the meanings and intentions behind a statement, e.g. to see if someone is lying.
: Advocate: Passive. May use the Diplomacy skill to improve someone's opinion of something other than the orator.
: Rally: As a standard action, an orator can give a bonus equal to their level to all allies' attack and defense rolls for 1d4 turns.
: Alarm: As a move action, an orator can warn their allies about incoming danger. This prevents enemies from making attacks of opportunity against the orator and their allies during an ambush combat round, provided that the orator notices the danger.
Category:Original System