Ambassador
Ambassador
Base
Coming from every part of the world, Ambassadors speak on behalf of far more dangerous people, often spinning the original message to obtain a peaceful end. Utilizing a powerful and charismatic voice, with an impeccable cadence, be that wonderful chap you were always meant to be.
Hit Dice: d4
Proficiencies
Armor: Light Armor
Melee Weapons: Light Melee, Rondure Melee
Ranged Weapons: Rifles, Sidearms, Bows, Submachine Guns
Saves: Dexterity & Charisma
Skills: Choose two from Deception (CHA), Persuasion (CHA), Intimidation (CHA), Performance (CHA), Sleight of Hand (DEX), Stealth (DEX)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Guns start with a full mag and enough bullets for 2 full reloads.
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(a) Heavy Coat or (b) Flak Vest
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(a) SMR or (b) Carbine Rifle
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(a) Light SMG or (b) Taser or (c) Compact Pistol
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(a) Shock Prod or (b) Goedendag
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(a) Diplomatic Pack or (b) Survival Pack
Rank Acquires
| Rank | Ambassador | Rally Dice | Proficiency |
|---|---|---|---|
| 1 | Skill Expertise + Rally | 1d6 | +2 |
| 2 | Liaison | Gambler | 1d6 | +2 |
| 3 | ASI | 1d8 | +3 |
| 4 | Main Feat | 1d8 | +3 |
| 5 | Spec 1 2 | Spec 2 2 | 1d8 | +4 |
| 6 | ASI | 1d10 | +4 |
| 7 | Main Feat | 1d10 | +5 |
| 8 | Spec 1 3 | Spec 2 3 | 1d10 | +5 |
| 9 | Ability Upgrade + ASI (2) | 1d12 | +6 |
Rank 1
Skill Expertise
Choose two skills to have expertise in, assuming you already have proficiency in your desired skill.
Rally
Starting at rank 1, you have the ability to rally allies. You are able to use this ability up to RANK amount of times. For a single Action Point as a Reaction, this ability can be used to:
- Allow an ally within sight or yourself to reroll a failed Skill check, attack roll, or Saving Throw,
- Add a rally dice to yours or an ally within sight's Skill check, attack roll, damage roll, or Saving Throw,
- Changing a Deception (CHA) or Persuasion (CHA) roll of 1-9 to a roll of 10.
Rank 2
Specialty Selection
Liasion
You excel in talking the talk, calming down enemies, talking up allies, it all comes easy to you. Liasions are so good at encouraging allies in fact, that their very word helps influence how allies manipulate the world and Phænogen around them.
Archetypical Friend
Some additional actions are added to what you are capable of doing with your Rally ability:
- (Available only as an Action) You may now use Rally on a creature within sight or yourself to completely restore an ability cooldown, or allow the next ability cast to be free,
- Once per turn, as a Reaction, when a creature utilizes an Archetype ability, you may restore 1 Action Point to them.
Gambler
Your favorite past time is betting black and watching it land on red 3. Drowning in debt might just be the greatest sport ever witnessed. Except...You always seem to win every gamble you take, as if the Forefather himself is guiding your hand, or something fishy is going on...
Fudge the Dice
An additional action is added to what you are capable of doing with your Rally ability. You are now capable of fudging the dice. Upon learning of a creature's D20 roll to attack, Skill check, or Saving Throws, you may ask for the natural roll, and then change it to any adjacent face. For example, a d20 will almost always have the numbers: 2, 8, and 14 as adjacent faces to a Nat 20. So if a creature rolls a Nat 20, you are able to change the roll to a 2. This must be done after you heard the roll, but before any effects are done because of said roll.
Rank 3
ASI
Stat Enhancement
2 allocatable stat points
Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)
Rank 4
Ability
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Rank 5
Specialty Upgrades
Spec1 - Ability
Ability
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Spec2 - Ability
Ability
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Rank 6
ASI
Stat Enhancement
2 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)
Rank 7
Ability
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Rank 8
Specialty Upgrades
Spec1 - Ability
Ability
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Spec2 - Ability
Ability
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Rank 9
Ability Upgrade - Ability
Ability
text
ASI (2)
Stat Enhancement
4 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)