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In a world with many kingdoms, empires, theocracies, republics and more, the role of the diplomat is essential. As a student of international relations, the diplomat learns how the governments of other societies function and reports back to his lord what he has learned. The diplomat also serves to offer treaties, handle negotiations, and represent the overall interests of his home country while in a foreign court. A good diplomat is persuasive, cunning, and clever.
Adventuring: Diplomats become adventurers to speak on behalf of their country’s well being among the world at large. Many are sent to live in foreign lands and learn the customs of an ally or even a potential enemy. The diplomat is sure to have his share of adventures, although most of these will revolve around courtly intrigue and treaty negotiations. Assassinations at court are common, however, and the diplomat should ensure that he has a solid alibi when an inevitable murder occurs.
Role-Playing: Diplomats come from privileged families but are typically not of the highest level of the aristocracy. Due to their success at the negotiation table, many diplomats may appear arrogant or overconfident. This is not usually a true representation of their character, however, but is more a shield they use to maintain control in diplomatic situations. Nevertheless, this kind of behaviour can become quite infuriating for the diplomat’s companions, who watch his attitudes change quickly and frequently as he manoeuvres for the best bargaining position.
Bonuses: The intrigues of the court are the meat and drink of the diplomat, who gains a +2 competence bonus to all Diplomacy and Sense Motive checks. As diplomats must also be fluent in the language of the society or culture to which they have been assigned, they receive a bonus language at first level.
Penalties: The diplomat has little use for actual combat, preferring instead to use his words as his weapons. The diplomat receives proficiencies in the club, crossbow (heavy and light), dagger, rapier and staff, and with light and medium armour only.
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Back to Barbarian Character Concepts
Some barbarians come from societies neighbouring more advanced nations and city-states. Curious about the nature of these regions, these societies may send someone of their clan to speak on behalf of their people. This is usually someone of rank, a son or nephew of the chieftain, who has the full authority of his clan behind him.
As he gradually acclimatises to his new surroundings, he adopts many of the practices of his new dwelling, accepting the customs of the world in which he must function. While becoming accustomed to the unusual, he still adheres to the beliefs of his people to whom he will remain loyal, always acting in their interests.
Adventuring: The diplomat may undertake any number of quests on behalf of his clan, venturing to unusual locales and societies in order to learn about the ‘modern’ world around his tribe. While he dwells in foreign lands, he may pursue anything he desires so long as he remembers it is his clan he serves first. On the other hand, sometimes conflict will break out between the two civilisations, entrapping him in hostile territory. At another extreme, the destruction of his people may leave him isolated in a strange land with no connection to his past and people. Considering the collapse of his mission, he is free to pursue any number of activities. As adventuring promises the greatest reward, it is a relatively simple choice as to what to do next.
Roleplaying: Adorned in the typical attire of barbarian characters, the diplomat is an unsettling figure to his hosts for he is eloquent and regal in bearing and presence. His mannerisms rival any noble as he is the pinnacle of refinement and grace. Buried deep within him, however, is the core of his anger; the primal rage present in all his people. While slow to anger, he will respond with violence equal to any berserker if pushed beyond his limits.
Benefits: Thanks to his time spent in the advanced society and also the need for communication skills, the diplomat gains access to the following as class skills: Bluff (Cha), Diplomacy (Cha) and Sense Motive (Wis). In addition, the diplomat is literate and thereby does not have to spend skill points to overcome illiteracy.
Penalties: Due to the diplomat’s time spent in urban locales, he does not have the innate connection to nature as his brethren have. Diplomats lose access to Survival (Wis). In addition, they never gain the fast movement ability of other barbarians.