The following is a Dungeons & DragonsTM 4th Edition theme.
The negotiator is a master of words, capable of talking in multiple languages and with the necessary etiquette and reverence to adequately handle the various races of Nerath. The negotiator is sometimes called a diplomat, or ambassador, and is sent by towns, and royal courts to arrange deals that can help civilizations grow through trade, or survive by stopping the outbreak of war.
Creating a Negotiator
Adventuring negotiators are often royal ambassador’s, travelling with other adventurers for safety, and backup should the negotiations fail, and they have to fight their way out of the meeting place. Negotiators are strong willed, and charismatic people, but often have other hidden talents, such as incredible stealth to infiltrate foreign libraries to conduct research on existing trade agreements, or the ability to wield a fine sword – a sign of wealth and upbringing, or they could be masters of arcane lore, with years of dedications spent reading historical texts.
The main qualities that make a good negotiator are an extensive knowledge of languages and a strong ability to act diplomatically.
Benefit: You gain a +2 bonus to Diplomacy checks, and you learn one new language (other than Supernal).
Level 5 Feature:
Sometimes negotiations don’t go smoothly, and you must lie to, or threaten those you are dealing with people.
Benefit: You gain a +2 bonus to either your Bluff or Intimidate skills checks.
Level 10 Feature:
After so long on the road, and after so many negotiations, you have an uncanny ability to understand people’s intentions by the way the stand, act, and move.
Benefit: Once per encounter, when you are granting Combat Advantage to another creature, you can cancel the Combat Advantage as a Free Action.
As you travel around the wilderness and towns of Nerath, you learn new ways to interact with creatures, humanoid or monster alike. The sheer force of your personality allows you to exert your influence on beings, and bend them to do your bidding.
Level 2 Utility Power
In order to negotiate successfully, you need to have the best information that is available, and while you might not actively have the knowledge, those around you might.
“You rely on your allies for the information you need at a critical moment.”
Daily * Charm
Free Action * Personal
Trigger: You fail a skill check
Effect: You re-roll the skill check, and use the modifier of an ally within close burst 5 instead of your own modifier.
Level 6 Utility Power
Despite your best efforts, sometimes negotiations fall apart and the only recourse is to resort to violence. Unfortunately for you, when things go sour, your in the thick of it, surrounded by tribal leaders and their brutish entourage. In times like this, the right parting words can give you time to escape.
“Sometimes, the power of words can calm a savage heart, giving you time to prepare your defences”
Encounter * Charm
Standard Action * Close Burst 3
Target: 1 creature in burst
Effect: The target cannot attack you until the end of your next turn. If you are adjacent to the target, you can shift up to half your speed as long as you end your movement adjacent to an ally.
Level 10 Utility Power
When the tide of battle begins to turn in your favour, it’s time to use your most authoritive voice, to call on your enemies to surrender. While it never really works, it definitely weakens their will to carry on fighting.
An End To Hostilities
“With your leader dead, don’t you think it’s time to hand over your weapons?”
Daily * Charm
Free Action * Personal
Trigger: You reduce a creature with the Controller or Leader keyword to 0 HP
Effect: You can make a Hard DC Diplomacy check, with a penalty equal to the number of remaining enemies on the battlefield. If you succeed, all enemies in close burst 5 take a -2 penalty to attack rolls, damage rolls and defences.