Negotiator (Human Expert 2 / Rogue 2)

Negotiator CR 2

XP 600
expert 2/rogue 2
LE Medium humanoid (human)
Init +1; Senses Perception +11


AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (4d8–4)
Fort –1, Ref +4, Will +5
Defensive Abilities evasion


Speed 30 ft.
Melee mwk dagger +3 (1d4) or improvised weapon +2 (varies)
Special Attacks sneak attack +1d6
Spell-Like Abilities
(CL 2nd; concentration +4)

3/day— detect poison


Str 10, Dex 12, Con 8, Int 14, Wis 14, Cha 17|
Base Atk +2; CMB +2; CMD 14
Feats Alertness, catch Off-Guard, Persuasive
Skills Appraise +8, Bluff +10, Diplomacy +12, Disguise +10, Heal +6, Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nobility) +6, Knowledge (religion) +6, Linguistics +9, Perception +11, Profession (negotiator) +6, Sense Motive +11
Languages Common, Dwarven, Elven, Infernal, Polyglot, +2 additional
SQ rogue talent (minor magic), trapfinding +1
Gear masterwork dagger, courtier’s outfit, parchment and quills, Red Mantis signet ring, sealing wax

Not every disciple or denizen kills for her god. Some serve as go-betweens and mediators, every bit as cold as their masked kin. The representatives have a keen gift for reading others and dabble in every facet of knowledge. In addition to brokering services, they often serve as a neutral third party to settle disputes. Fear ensures their safety and enforces their decisions, even in the most hostile territory.
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