Diplomat

*Role In social situations, Diplomats shine. They can open guarded doors with a smile, and assuage the curiosities of nosy town guards. In combat, a Diplomat plays a control and support role, helping to buff allies, disable enemies, and set up a more ideal battlefield with their tricks.
*Alignment Diplomats can be of any alignment, but most train in the social conventions of a Lawful society.
*Hit Die d8
*Starting Wealth 300 gp, plus an outfit worth 10 gp or less.
===Class Skills===
The Diplomat's class skills are Appraise, Artistry (Any), Bluff, Craft (Any), Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (All), Linguistics, Perception, Perform (Oratory), Profession, Ride, Sense Motive, Sleight of Hand, and Stealth.
*Skill Ranks per Level 6 + Int Modifier.
Table 1: The Diplomat
Level	BAB 	Fort Save	Ref Save	Will Save	Special
1st 	+0 	+0 	+2 	+2 	Poise, Rhetorics
2nd 	+1 	+0 	+3 	+3 	Composure +1
3rd 	+2 	+1 	+3 	+3 	Diplomat Talent, Rhetorics
4th 	+3 	+1 	+4 	+4 	
5th 	+3 	+1 	+4 	+4 	Diplomat Talent
6th 	+4 	+2 	+5 	+5 	
Composure +2
7th 	+5 	+2 	+5 	+5 	Diplomat Talent, Rhetorics
8th 	+6/+1 	+2 	+6 	+6 	
9th 	+6/+1 	+3 	+6 	+6 	Diplomat Talent, Piercing Charm
10th 	+7/+2 	+3 	+7 	+7 	Composure +3
11th 	+8/+3 	+3 	+7 	+7 	Diplomat Talent, Rhetorics
12th 	+9/+4 	+4 	+8 	+8 	
13th 	+9/+4 	+4 	+8 	+8 	Diplomat Talent
14th 	+10/+5 	+4 	+9 	+9 	Composure +4
15th 	+11/+6/+1 	+5 	+9 	+9 	Diplomat Talent, Rhetorics
16th 	+12/+7/+2 	+5 	+10 	+10 	
17th 	+12/+7/+2 	+5 	+10 	+10 	Diplomat Talent
18th 	+13/+8/+3 	+6 	+11 	+11 	Composure +5
19th 	+14/+9/+4 	+6 	+11 	+11 	Diplomat Talent, Rhetorics
20th 	+15/+10/+5	+6 	+12 	+12 	
===Class Features ===
All the Following are class features of the Diplomat class.
Diplomats are proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and sword cane; as well as light armor, and shields (except tower shields).
A Diplomat relies on a wealth of social experience to enhance their eloquence, charm, and trustworthiness. This is represented by a pool of points called Poise. At 1st level, a Diplomat can use poise a number of times per day equal to (3 + the Diplomat's Charisma modifier [minimum 0]), and gains an additional daily use each level thereafter.
As a free action (even if it is not their turn), a Diplomat can spend 1 poise to add 1d6 to the result of any Bluff, Diplomacy, Intimidate, Perform, or Sense Motive skill check they make. This choice is made after the check is rolled and before the results are revealed. A Diplomat can only use poise in this way once per check. poise cannot be combined with Inspiration.
Throughout a Diplomat's career, they learn to use rhetorics—practiced forms of speech and dialogue that can sway or manipulate others. Diplomats spend poise to employ rhetorics. Most rhetorics grant the Diplomat or their allies some momentary bonus or effect, but there are some that provide longer-lasting effects. Some rhetorics stay in effect as long as the Diplomat has at least 1 poise point. 
Unless otherwise stated, rhetorics are extraordinary mind-affecting effects. They can only affect creatures that the Diplomat can see, can be heard by the Diplomat, and which have Intelligence 3 or higher. The save DC to resist a rhetoric is equal to (10 + 1/2 the Diplomat's class level + the Diplomat's Charisma modifier).
At 1st level, a Diplomat has access to the following rhetorics. 
:
:A Diplomat's tongue can cut as sharply as their blade. As a swift action, a Diplomat may spend 1 poise to demoralize a creature. This can either be a standard demoralize attempt, or a disheartening taunt, in which case it uses the Diplomat's Bluff or Diplomacy bonus rather than their Intimidate bonus, and is a non-fear emotion effect.
:
:Diplomats can project an air of impregnable confidence, throwing off any would-be attacker. As a swift action, a Diplomat may spend 1 poise to add their Charisma bonus to their AC for one round. This bonus applies only to attacks made by creatures who could be affected by their rhetorics.
:
:When a Diplomat sees an ally in need, they may utter a single emboldening word or short phrase to bolster their efforts. Whenever an ally makes an attack roll, saving throw, or skill check, the Diplomat may, as an immediate action, spend 1 poise to grant them a morale bonus to that roll equal to (the Diplomat's Charisma modifier). This bonus can be given after the roll is made but before success or failure is revealed.
At 3rd level, a Diplomat gains access to the following rhetorics. 
:
:The certainty a Diplomat wears into combat drives their opponents to think twice before acting. As long as a Diplomat has 1 point of poise and is not caught by surprise, they either get a +2 morale bonus to initiative checks, or may add their Charisma bonus to initiative checks rather than their Dexterity bonus.
:
:A Diplomat's commanding bearing means they rarely fight alone. As long as an opponent threatens the Diplomat in melee, the Diplomat may spend 1 poise as a move or swift action to grant an ally who can see and hear them the ability to move up to their speed toward that creature and make a single attack against it. This either uses the ally's immediate action, or renders them staggered on their next turn (their choice). If the movement qualifies as a charge, they may treat the attack as one. This does not allow them to make multiple attacks if they could do so on a charge.
:
:As part of making an attack, a Diplomat may spend 2 points of poise to accompany it with a withering criticism. The target of the attack must make successful a Will save or take a morale penalty to AC equal to the Diplomat's Charisma modifier. If this penalty is greater than (the target's Dexterity bonus to AC + their dodge bonus to AC) then they are considered flat-footed against the attack, which deals a bonus 1d6 precision damage. On a successful save, the target takes only half the penalty and is not considered flat-footed even if the penalty exceeds their Dexterity and dodge bonuses. A creature can be affected by this ability more than once, but gets a +2 bonus to the save for each time they have been targeted by it within the last 24 hours. This ability only ever applies to a single attack, and can only be used once per round.
At 7th level, a Diplomat gains access to the following rhetorics. 
:
: Whenever a Diplomat successfully identifies an opponent's spell or power being cast or manifested using Spellcraft they may, as an immediate action, spend 2 points of poise to make a distracting shout or taunt in an attempt to disrupt that opponent. That creature must make a concentration check against the DC of the Diplomat's rhetorics or be distracted, losing the spell or power. If they fail, the spell slot or power points are wasted.
At 2nd level, a Diplomat undergoes special conditioning to control their mental state, appearing unflappable both in court and on the field. They get a +1 competency bonus to saves against emotion, fear, and pain effects. This bonus also increases the DC to demoralize them with Intimidate. At 6th level and every four levels thereafter, this bonus increases by +1.
At 3nd level and every two levels thereafter, a Diplomat gains a Diplomat Talent, a cunning technique that enhances their ability to complete their mission—usually by bolstering their social graces, but sometimes by giving them underhanded ploys they can use while under the cover of subterfuge.
*A complete listing of Diplomat Talents can be found here: Diplomat Talents
At 7th level, a Diplomat can charm and manipulate creatures whose minds are typically impregnable. As a swift action, the Diplomat may spend 1 Poise to make a Sense Motive check (DC 10 + the target's HD + the target's Wisdom modifier [minimum 0]) against a creature with 3 or higher Intelligence within 60 ft. If successful, the Diplomat can affect the target with extraordinary mind-affecting effects for 24 hours, even if they would normally be immune to such effects. This ability does not allow you to ignore other immunities the target might have.
==Favored Class Bonuses and Archetypes==
===Archetypes===
*Barrister
*Envoy
*Merchant
*Noble Commander
*Psychologist
*Technocrat
==Diplomats in the World==
===Notable Diplomats===
*See Notable Diplomats
Category:Classes
Category:Skill Classes