Negotiator

Often times caught in dangerous situations, Negotiators utilize swift thinking and quick talking to get out of rough scenarios, or to talk others into meeting them halfway. These events could mean monetary compensation, freeing hostages, or even simply attempting to come to peace with another faction.

**Conceal Motive (Ex)**: At 2nd level, the Negotiator applies a bonus equal to ½ of it’s character level to any roll that is opposed by a sense motive check.

**Honor Bound (Ex):** At 2nd level, the Negotiator gains an honor score. The honor score is equal to it’s charisma score and it’s character level added together. If the campaign uses the honor system by base, the Negotiator gains a bonus to it’s honor equal to it’s level again. In addition the Negotiator can spend honor a number of times per session equal to it’s charisma modifier.

Otherwise it simply follows the rules for honor found here. Honor System.

**React First (Ex)**: Starting at 4th level, a Negotiator gains the ability to react first when trying to make a deal or mediate a settlement. The Negotiator must make contact and speak to the participants prior to the start of combat. If he or she does this, he or she gains a free readied action that allows the Negotiator to make either a move or attack action if either side in the negotiation (other than the Negotiator) decides to start hostilities. The Negotiator gets to act before any initiative checks are made, in effect giving him or her the benefit of surprise.

At 8th level, the Negotiator can also take a free or swift action as part of rolling initiative so long as there was some sort of failed negotiation or conversation prior to the battle beginning.

At 12th level, the Negotiator gains a bonus equal to it’s charisma modifier on all initiative checks made after negotiations break down.

At 18th level, the Negotiator can take a full round action when negotiations break down before initiative checks are made. If there were no negotiations, the Negotiator can use the effect like normal and still take a move or attack action before combat begins regardless of how it started. If the Negotiator doesn’t know combat is beginning however it cannot react.

**Temporary Alliance (Ex):** At 6th level, a negotiator gains the ability to create a meaningful, if temporary, alliance with another individual. As a full-round action, the negotiator enters into an alliance with a willing creature that has an Intelligence score of 4 or higher. The creature thereafter receives a +1 competence bonus on attack rolls against targets the negotiator threatens and on saving throws against effects generated by those targets. These bonuses last for 1 hour for every 2 levels the Negotiator has or until the Negotiator creates a new alliance with a different creature. A negotiator can have only one alliance active at a time; if it creates a new alliance while under the effects of an existing alliance, the existing alliance immediately ends and the new one takes effect. At 12th level the Negotiator can have a number of alliances equal to it’s charisma modifier.

**Talk Down (Ex)**: A Negotiator of 8th level or higher can talk its way out of trouble. Either prior to the start of hostilities or during combat, the Negotiator can talk down a single opponent within 15 feet of its position or must at least be able to hear the Negotiator’s voice. The target must be able to understand the Negotiator. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Negotiator and the situation in general. Any hostile action by the Negotiator or by one of the Negotiator’s allies directed at the opponent allows the opponent to act as he or she sees fit.

To initiate this talent, the Negotiator must spend a full-round action talking to his or her opponent. The opponent makes a Will saving throw. The DC is equal to 10 + ½ level + Charisma modifier. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal.

At 10th level, a Negotiator can talk down a number of opponents equal to its Charisma bonus within 15 feet of its position or within 15 feet of a television, radio, or telephone broadcasting the Negotiator’s message.

At 12th level, the range extends to 30 feet and covers all opponents who can hear and understand the Negotiator’s voice.

This is a Mind-Affecting ability.

The Negotiator can use this ability once per day for every point in it’s charisma modifier.

The Negotiator can spend 3 points of honor to use this ability an additional time in a day.

**No Sweat (Ex)**: Starting at 10th level, whenever the negotiator utilizes an ability that allows for multiple dice to be rolled in which the best result is taken, the negotiator can roll one additional dice. In addition if using an ability such as the Investigator’s inspiration in which the negotiator adds a die roll to a d20 roll, the negotiator rolls twice and takes the best result for that additional die.

**Sow Distrust (Ex)**: A Negotiator of 12th level or higher can turn one character against another. The Negotiator must spend a full-round action and know the name of the character it is attempting to persuade as well as the name of the character toward whom the target’s distrust will be directed. The target must be able to hear and understand the Negotiator.

The target makes a Will save. The DC is equal to 10 + ½ level + Charisma modifier. If the target fails the save, his or her attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile (see the Diplomacy skill). The target makes a Will save whenever the Negotiator uses this ability against it. As long as the target continues to fail the Will save, the Negotiator can continue taking full-round actions to worsen the target’s attitude toward a designated character. When the target’s attitude drops to hostile, it attacks the designated character.

A successful Will save doesn’t restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the Negotiator to sow distrust.

At 18th level the Negotiator can target a number of creatures within 30 feet equal to it’s charisma modifier with this ability.

This is a Mind-Affecting ability.

The Negotiator can use this ability once per day for every point in it’s charisma modifier.

The Negotiator can spend 3 points of honor to use this ability an additional time in a day.

**Rally Allies (Ex):** At 14th level, a negotiator inspires diverse groups of allies against their common enemies, bringing them together based on their similarities while downplaying their differences. As a swift action, the negotiator can grant a competence bonus on weapon damage rolls to all allies within 30 feet. The bonus is equal to the number of distinct races or racial archetypes in the ally group, including the negotiator’s race or racial archetype, up to a maximum bonus equal to twice the negotiator’s Charisma modifier (minimum +1). This bonus lasts for 1 round. The negotiator can use this ability once per day for every point in the negotiator’s chrisma modifier.

**Share the Danger (Ex):** At 16th level, a negotiator can form a pact to share danger with an ally. As a full-round action, the negotiator enters into this pact with a willing creature that has an Intelligence score of 4 or higher.

The negotiator and his partner each gain a deflection bonus to AC equal to the negotiator’s Charisma modifier (minimum +1) so long as that ally stays within range of the negotiator’s talk down ability. In addition the creature gains +5 bonus hitpoints per two levels (Max +50). This effect ends if the hero makes a new pact (at which point the existing pact immediately ends), if the partners in the pact moves away from the talk down range, or if either partner in the pact takes a swift action to dissolve the partnership.

**Sudden Betrayal (Ex):** At 20th level, as a standard action a negotiator can choose a single creature within 30 feet. It gains a +6 circumstance bonus on Diplomacy checks against this target. If the target has an attitude of indifferent or better toward it, the first attack roll the negotiator makes against that target is automatically treated as threatening a critical hit. If the target’s attitude is friendly or better, a successful attack is treated as a confirmed critical hit. This ability can be used 3 times per day.