Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Prestige Classes:
Negotiator

Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +0 +0 +0 +2 Bonus language, tongues
2 +1 +0 +0 +3 Discern lie 1/day
3 +1 +1 +1 +3 Bonus language, suggestion
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Bonus language, slippery mind
6 +3 +2 +2 +5 Detect scrying and surveillance, discern lie 2/day
7 +3 +2 +2 +5 Bonus language
8 +4 +2 +2 +6
9 +4 +3 +3 +6 Bonus language
10 +5 +3 +3 +7 Mindscan, discern lie 3/day

Requirements

To qualify to become a negotiator, a character must fulfill all the following criteria.

Base Attack Bonus: +5.
Feats: Iron Will, Leadership.
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Sense Motive 8 ranks.

Class Skills

The negotiator's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Int), Research (Wis), Search (Int), Sense Motive (Wis), Speak Language, and Spot (Wis).
Skill Points at Each Level: 8 + Int modifier.

Class Features

All of the following are class features of the negotiator prestige class.

Weapon and Armor Proficiency: The negotiator gains no additional weapon or armor proficiencies. His wit and tongue are her most important weapons.

Bonus Languages: Language is the negotiator's most important tool. At 1st level and every two levels thereafter (3rd, 5th, 7th, and 9th) the negotiator gains a new language just as if he had spent a skill point on Speak Language. The negotiator is an attentive listener and quick learner, picking up these languages from documents, foreign travelers, books, and other sources.

First Impression (Ex): A negotiator adds his class levels in the negotiator prestige class to all Charisma checks to alter an NPC's attitude.

Fast Talk (Ex): A negotiator may always take 10 on Bluff, Diplomacy, Intimidate, and Sense Motive checks, even in stressful situations that would ordinarily not allow it.

Tongues (Sp): The negotiator is a master of many languages, but he can never know them all. Fortunately, he picks up language so naturally that he can often manage to communicate even in languages he isn't familiar with. Once per day, a negotiator can converse in an unfamiliar language as if he were affected by the tongues spell. The negotiator must be able to listen to the spoken language for at least an hour before using the ability and the effect lasts for one hour per negotiator class level. The negotiator can only use this ability to converse in a single language at a time.

Discern Lie (Sp): At 2nd level, the negotiator gains the ability to discern lies once per day. The ability works just like the spell, but it requires no spell components. The effect lasts a number of rounds equal to the character's class levels in negotiator. The negotiator can use this ability twice per day at 6th level and three times per day at 10th level.

Suggestion (Sp): At 3rd level, the negotiator gains the spell-like ability to affect the minds of those around him. This ability works just like the suggestion spell, and the character's caster level for the purposes of level-dependent effects is equal to his class levels.

Slippery Mind (Ex): At 5th level, the negotiator gains the ability to wriggle free from magical effects that would otherwise control or compel him. If the negotiator is affected by an enchantment and fails his saving throw, 1 round later he can attempt the saving throw again. If it fails as well, the spell's effects proceed normally.

Detect Scrying and Surveillance (Su): At 6th level, the negotiator can always tell when someone is spying or eavesdropping on him by means both magical and technological. This works just like the detect scrying and detect surveillance spells, but it is always in effect and requires no effort from the negotiator.

Mindscan (Su): At 10th level, a negotiator develops the ability to sense the surface thoughts and emotions of a living creature within 30 feet that he can see. The negotiator can use this ability as a standard action a number of times per day equal to his Charisma modifier. The chosen target must make a Will save (DC 15 + negotiator's class level) to negate the effect. If the save fails, the negotiator knows exactly what the target is thinking and feeling, including the target's immediate inclinations and plan of action. The negotiator knows if the target is speaking truthfully, at least within the limits of the target's knowledge—the negotiator won't know if the target is simply mistaken about something. The effect lasts 10 rounds or until the negotiator stops concentrating, whichever comes first.