Diplomat

Diplomats are found only in strongholds that have dealings with other races. They act as middlemen, translators, and spokesmen. They must rely on their wits to smooth the way, particularly when negotiations sour.

Role

Diplomats may represent their stronghold, act as interpreter for the stronghold's leader, or be employed by a dwarf merchant. Sometimes a Diplomat will be hired by humans or other races to assist making deals with the dwarves of a particular stronghold. Many use their position to spy upon other race's defenses. Most races consider such activities as espionage, but dwarves view it as merely taking necessary precautions.

Distinctive Appearance

Diplomats tend to look like everyone's idea of a typical dwarf. Even though different races or cultures see them in different ways, Diplomats know how to dress in order to match the preconceptions of others.

Special Benefits

Diplomats gain a +10% modifier to Detect Noise and a +5% modifier to the Open Locks ability.

They gain a +3 reaction bonus dealing with other races, except racial enemies; then the reaction bonus drops to +1.

Special Hindrances

Diplomats suffer a -10% penalty to their Pick Pockets ability.

Class

Thief

Attribute Requirements

Charisma of 13

Barred Beliefs

None

Race Requirement

Dwarves

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Any four Language (Modern)

Recommended Non-Weapon Proficiencies

Alertness, Blind-Fighting, Disguise, Gaming, History (Local), Reading Lips, Sign Language, Tightrope Walking, Ventriloquism

Equipment

Because of the sensitive nature of their missions, Diplomats should dress as unobtrusively as possible and possess easily concealed weapons such as daggers and darts.

Wealth Options

Diplomats receives 3d6x10 gp instead of the normal 2d6x10 gp.

Homeland Terrain

None

Economic System

None