Age of Orion
HB Class BF Negotiator
|1||+2||0||Silver Tongue, Keep Talking|
|2||+2||0||Negotiator Archetype, On Edge|
|3||+2||1||Seeds of Distrust, Compartmentalize (Detachment)|
|4||+2||1||Ability Score Improvement|
|5||+3||2||Negotiator Archetype Feature|
As a Negotiator, you gain the following class features.
Hit Dice: 1d8 per Negotiator level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Negotiator level after 1st.
Armor: Light & Medium armor.
Weapons: Simple weapons, select one non-exotic weapon.
Saving Throws: Wisdom, Charisma.
Skills: Choose Two from Animal Handling, Deception, History, Insight, Intimidation, Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a licensed weapon (can’t be Restricted, Military, Illegal) or (b) a Patrol Vest
- a simple weapon, a Tele-Scriber (Monban)
The Negotiator is skilled at telling lies and half truths, they gain expertise in Deception if they’re proficient, otherwise they gain proficiency in Deception. If they acquire proficiency later they gain expertise instead.
In tense situations, sometimes it’s best to keep people distracted and talking for others to prepare to take action. The Negotiator can spend their action to force a target who can understand them and is within 20 feet to make a Negotiation Charisma Save, failure results in the target being able to only ready an action on their next turn. They gain advantage if they’ve been or believe they’ve been attacked by the Negotiator or their allies.
Negotiation Charisma Saves = 8 + Proficiency Bonus + Charisma Modifier.
At 2nd level, the Negotiator is always on edge for a situation to deteriorate. As long as the Negotiator has made contact and has spoken with the participants prior to the start of combat, they can act during the surprise round, even if neither side takes part in the surprise round.
At 2nd level, the Negotiator’s methods become more refined. Police Negotiator, Private Negotiator, or Adept Negotiator.
Seeds of Distrust
At 3rd level, the Negotiator becomes skilled at implanting the seeds of doubt into the minds of those they speak with. The target must be with in 20 feet of the Negotiator, the Negotiator must know the name of the creature they are convincing and the name of the designated creature they wish to sow distrust in, the target must able to hear and understand the Negotiator. The target makes a Charisma Save DC 8 + Negotiator Proficiency Bonus + Negotiator Charisma Bonus, failure results in the targets opinion of the designated creature deteriorating, move from helpful to friendly to indifferent to unfriendly to hostile. On a successful save, the target doesn’t regain their attitude towards the designated creature, but becomes immune to the Negotiators Seeds of Distrust feature for 24 hours.
The Negotiator must be speaking directly to the individual (with in 20 feet), and may only talk one target down per action. The target may still attack the Negotiator and his allies, but once their opinion of the designated creature drops to hostile they will openly attack them.
At 3rd level, the Negotiator has seen a lot of desperation people have gone through. As a means of self preservation, the Negotiator has learned to compartmentalize threats to detachment what they come across them. The Negotiator gain advantage on Charisma (Stability: Detachment) saves.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Crowd control, defusing tense hostage, bomb situations, these are all things a police negotiator is trained for, they’re prepared for combat if the worst happens.
At 2nd level, the Negotiator gains Proficiency with Medium Armor and Shields.
Beginning at 5th level, the Negotiator can attack twice, instead of once, whenever they take the Attack action on their turn.
With no backup, and only your wits and words to get you through, a Private Negotiator makes good money dealing with situations others don’t want to go public.
At 2nd level, the Negotiator gains the ability to verbally disable an opponent. As an action, the Negotiator uses their quick thinking and level head to ease the targets worries. The target must be with in 20 feet of the Negotiator, and able to hear and understand them. The target makes a Charisma Save against the Negotiator’s choice of Deception, Intimidation or Persuasion roll, to hold onto their convictions, failure results in them immediately ceasing hostilities towards the Negotiator and becoming indifferent to the situation at hand. Any hostile action taken by the Negotiator or any of the Negotiators allies will allow the target to instantly regain their conviction and continue fighting.
The Negotiator must be speaking directly to the individual (with in 20 feet), and may only talk one target down per action.
A target talked down with Persuasion can be broken out of their talked down state by an ally using Intimidation or Deception. Same for a person talked down by Deception, they can be broken out of their talked down state by the use of Intimidation or Persuasion. Finally an Intimidated creature can be broken out of talked down status with a Persuasion or Deception. The DC for these checks is Negotiation Charisma Save.
At 5th level, the Negotiator is no stranger to the depth of mortal immorality and depravity. They’ve seen jobs go south, watched hostages die in front of their eyes knowing if they react others will die. Keeping a level head even at the worst possible moment, when facing the worst possible people, is the only way the situation could reach the best resolution. They gain advantage on Charisma (Stability: Detachment) saves.
Suggestive and illusion magic.
At 2nd level, the Negotiator gains the ability to cast using Arcane spells. Use the Adept Negotiator spell list. The Negotiator uses Charisma as it’s casting stat.
Spell Saving Throw: 8 + Proficiency Bonus + Charisma Modifier
Spell Attack: Proficiency Bonus + Charisma Modifier
At 5th level, the Negotiator