Diplomancer

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Requirements

Skills: Diplomacy (10 ranks), Sense Motive (8 ranks)

Feats: Skill Focus (Diplomacy), Spell Focus (Enchantment)

Spells: Must be able to cast at least five spells of the enchantment school

Special: Must have successfully used an enchantment against a creature of her own race at least three times (Charm Person, Suggestion, and so on).

Summary

Skilled at working with others, negotiating, and influencing people, diplomancers are spellcasters who specialize in magic keyed to relations and enchantments. Far less likely than other spellcasters to hurl fireballs and create walls of force, a diplomancer solves problems and overcomes foes through use of subtle charms and other enchantments. She excels at conversational finesse, using magic to make herself even more trustworthy, interesting, and compelling.

Arcane spellcasters often become diplomancers, particularly sorcerers and bards, due to their high natural Charisma. In fact, bards usually make the best diplomancers of all. Occasionally, a cleric takes up the mantle of diplomancer, however, serving her church as a mediator or consul.

Diplomancers often avoid brash evokers and spellcasters who use overt magical force. They see theirs as a sophisticated and refined art, requiring a deft touch and as much cunning as raw power. Sometimes, however, a diplomancer works with other arcanists in a guild or school as a liaison with other organizations. Diplomancers also make effective leaders and advisors.

Role: Spell Utility

Characteristics: Diplomatic individuals that use their enchantment focus to negotiate with others and gain knowledge of secrets

Source: Book of Eldritch Might 2

Game Rule Information

The Diplomancer has the following game statistics.

Abilities: Charisma is what fuels your Diplomancy, Dexterity and Fortitude are the other stats you'll need to avoid the spells of those vile Evocation wizards

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Diplomancer's class skills are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Diplomancer.

Weapon and Armor Proficiency: A Diplomancer is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells: When a diplomancer gains her first level, and on alternating diplomancer levels after that (plus 10th level), she gains new spells per day as if she had also gained a level in her previous spellcasting class. She does not, however, earn any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means she adds the new level of diplomancer to the level of her other spellcasting class, then determines spells per day, spells known, and caster level accordingly.

For example, if Tearah, an 8th-level wizard, gains a level in diplomancer, she gains new spells as if she had risen to 9th level in wizard, but uses the other diplomancer aspects of level progression, such as attack bonus and save bonus. If she next gains a level of wizard, making her a 9th-level wizard/1st-level diplomancer, she gains spells as if she had risen to 10th-level wizard. If a character had more than one spellcasting class before she became a diplomancer, she must decide which class receives each level of diplomancer for the purpose of determining spells per day.

Charm Sp: The 1st-level diplomancer can cast Charm Person once per day as a spell-like ability.

Enchantment Affinity Ex: Starting at 2nd level, all enchantment spells cast by a diplomancer gain a +1 competence bonus to the saving throw DCs and are treated as if cast by someone one level higher than the character’s actual caster level. At 6th level, this bonus becomes +2, and two caster levels are added. At 10th level, the bonus becomes +3 and three caster levels.

Magic Seduction/Attractiveness Su: Beginning at 3rd level diplomancers can use magic to become more physically attractive. Any Charisma-based check that involves physical attraction gains a +2 competence bonus. Thus, a human diplomancer would gain the bonus for an encounter with people in a tavern to gather information. A Diplomacy check made while conversing with a dragon would not receive it. The DM is the final arbiter of whether the bonus applies. Remember, though, that even in nonromantic situations, attractiveness can play a part.

Protection From Evocations Ex: At 4th level, diplomancers begin to learn how to resist overt, nonsubtle magic. They gain a +1 competence bonus to all saving throws against spells of the evocation school. At 8th level, this bonus increases to +2.

Insight Into Secrets Sp: As all diplomancers know, everyone has secrets. Knowing a character’s secrets proves helpful when attempting to influence or intimidate. At 5th level, a diplomancer gains the ability to mentally peer into the mind of a selected creature. This effect allows a Will saving throw to resist (DC = 10 + the diplomancer’s level + Charisma modifier). If this insight ability works, the diplomancer learns a personal secret of the target (assuming one exists). The DM is free to detail this secret or can simply impose a +2 circumstance bonus to Diplomacy, Intimidation, or Sense Motive checks the diplomancer makes against the target—or the DM can do both.

Charisma Gift Su: At 7th level, the diplomancer uses magic to instill within herself a +1 inherent bonus to Charisma.

Word Cunning Su: The 9th-level diplomancer gains the ability to speak so eloquently that any language-dependent spell she casts is treated as having been cast by someone one caster level higher than normal and gains a +1 insight bonus to the DC.

Table 1-1: Diplomancer Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st +0 +0 +0 +2 Charm +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Enchantment affinity +1
3rd +2 +1 +1 +3 Magical seduction/attractiveness +1 level of existing spellcasting class
4th +3 +1 +1 +4 Protection from evocations +1
5th +3 +1 +1 +4 Insight into secrets +1 level of existing spellcasting class
6th +4 +2 +2 +5 Enchantment affinity +2
7th +5 +2 +2 +5 Charisma gift +1 level of existing spellcasting class
8th +6/+1 +2 +2 +6 Protection from evocations +2
9th +6/+1 +3 +3 +6 Word cunning +1 level of existing spellcasting class
10th +7/+2 +3 +3 +7 Enchantment affinity +3 +1 level of existing spellcasting class