Diplomat

Playability

Complex
Reasoning
Empathy

Diplomats are master negotiators, using their sharp minds and deep emotional insight to resolve conflicts and forge powerful alliances. They excel at reading others, finding common ground, and turning even the most hostile situations into opportunities for peace. Diplomats often serve as the face of their parties, using their influence to manipulate the political landscape and outmaneuver rivals.

Diplomats are often seen as clever and persuasive, their ability to navigate complex social situations making them invaluable in both politics and battle. However, some see them as manipulative or untrustworthy, always seeking the upper hand in every conversation.

Weapon Categories

4

Any

Magic Categories

10

Tech Categories

6

Skill Categories

20

Class Specific Bonuses

  • +10 to the diplomatic skill category
  • +5 to any 2 (initial) spell categories
  • +5 to any weapon category
  • + 5 to the Tactical AI Systems (TAS) tech category
  • Add your reasoning bonus to resilience

Class Restrictions

None

Recommended Professions

Aethyr Trade Moderator
Combined
Complex
Korr Bookkeeper
Combined
Complex
Banner Herald
Combined
Complex

Ability Rolls for Streamlined Character Creation

Reasoning
Empathy
Presence
Memory
Quickness
Intuition
Self Discipline
Creativity
Constitution
Agility
Strength
Boldness
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Reasoning: Your engine for structured arguments, clean decision logic, and precise spell control. It pairs naturally with Telepathy (clear mental framing) and timing-heavy tech like TAS; drop the Chronology claim here.
Empathy: Reads intent, de-escalates, and forges rapport—core to Enchantment and a natural fit with Telepathy and high-stakes Social/Diplomatics play.

Supporting Abilities
Presence: Command presence and persuasive weight; it sharpens Enchantment outcomes and helps steer groups without violence.
Memory: Dossier recall and precedent tracking; this directly supports Chronology (timelines, anchors, sequence cues) and strengthens Academics/Lore that underpins your cases.

Important Abilities
Quickness: Controls conversational tempo, seizes openings, and lands interrupts before hostile effects resolve; good with TAS windows.
Intuition: Spots subtext and trajectory shifts; also directly supports Chronology by reading temporal cues and “when” to act.
Self Discipline: Holds focus through tense negotiations and sustained casts; steadies longer Telepathy effects.
Creativity: Reframes conflicts and crafts convincing pretexts—your nonviolent escape hatch when talks wobble.

Minor Abilities
Constitution: Useful for marathon sessions and travel fatigue, but secondary to mental stats.
Agility: Only matters if things turn physical.
Strength: Rarely relevant to your primary toolkit.
Boldness: Shows up in some Chronology plays, but this class wins more through empathy and structure than bravado.