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.

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:


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:

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

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ASI (2)

Stat Enhancement
4 allocatable stat points

Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)

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