Diplomat - Spacefarer (Character Kit)

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==Diplomat==
Description: The Diplomat is the negotiator between the diverse societies of the Known Spheres, the grease that smoothes trade and alliances between the independent governments within and among the crystal spheres.
Diplomats accomplish their role through negotiation and compromise. They strive to focus on the common ground between two societies rather than the inevitable differences. They do not approach their task as one of domination, but rather of constructive accomplishment.
Role: The Diplomat is the intermediary between a powerful entity — the lord of a sphere, the leader of a powerful organization, or merely a petty lordling — and those with whom the entity must deal. Some Diplomats act as the voice of their sponsors in negotiating agreements with neighbors and other powerful factions, allowing the ruling entity to focus its attention on broader policy matters. Others are neutral third parties who intervene to ensure harmonious relations between two groups without owing loyalty to either.
Clerics can be Diplomats, as can specialty priests. The faiths of Ancestors (particularly if the disputing sides are of the same race), Everything, Healing, Justice, the Life-Death-Rebirth Cycle, Oracles, Peace, Sites, and Wisdom support third-party mediators. The faiths of Community, Culture, Divinity of Mankind, Guardianship, Messengers, Race, and Rulership support dedicated Diplomats for rulers in harmony with their philosophies.
To abandon the Diplomat kit, a character must abstain from becoming involved in the conflicts of others while gaining two experience levels. This includes serving the cause of any third party; however, the character may choose to pursue any problem that directly relates to her as an individual.
Secondary Skills: Determine as normal for the campaign.
Weapon Proficiencies: As normal for the character's class.
Nonweapon Proficiencies:
* Bonus: Etiquette.
* Recommended: (General) Dancing, Heraldry (Space), Modern Languages, Observation; (Priest) Ancient History, Local History, Reading/Writing; (Rogue) Forgery, Reading Lips.
Equipment: In general, Diplomats are required to deal with those more powerful than themselves. This requires them to dress and display themselves much more ostentatiously than their funds might otherwise require. Diplomats are required to purchase only the best clothes and accoutrements; they must pay double for all clothing.
Special Benefits: The most important benefit any Diplomat has is her position as a representative of either one of the disputants or an impartial mediating force. Diplomats are universally accorded immunity from prosecution for crimes while in foreign lands, and are under the personal protection of the ruler of their posting. Diplomats are also permitted access to the highest levels of government. Even a low functionary in an embassy has the ear of those in the hosting government at a similar level. Diplomats therefore receive a +3 on reaction rolls from all government functionaries in the sphere or empire where they are posted.
Diplomats are also skilled at persuasion, particularly to a moderate position. They receive +2 to reaction rolls to calm a situation or reduce tensions.
Special Hindrances: Diplomats are believed to have a private agenda, and have a reputation for equivocation if not outright lying. They receive a -2 penalty on reaction rolls when attempting to persuade a member of the general populace (as opposed to a government functionary).
Wealth Options: Diplomats are well paid for their difficulties. They receive 4d6* 10 gp as initial starting money.
Races: Halflings are well respected as Diplomats in the Known Spheres, in part because their status allows them a position of neutrality, and the halfling reputation for fair dealing offsets some of the reputation disadvantages of a diplomatic mission. Gnomes are viewed with some trepidation as Diplomats, particularly as more than a few gnomish "diplomats" plying the spacelanes are actually Krynnish minoi (whose efforts, as in many other things, often have dangerous and unpredictable results).
Elves and dwarves act as ambassadors for their own people, but the elves are too haughty and the dwarves too gruff to make good mediators. The elven Imperial Fleet's Diplomats are known for their high-handed treatment of "lesser" beings and are not well respected among the races of the Known Spheres.
Among the nonhuman races, the rastipedes and the xixchil are seen as too venal and self-interested to make good mediators, while the hurwaeti, lizard men and scro are simply too vicious. The grommam have had some luck as mediators, but they (and the hadozee) do not have the respect of the other races.
Category:Character Kit
Category:Character Kit CSH