Negotiator (Inquisitor Archetype)

When the sun has set and the chips are down it is only by the honey-tongued graces of a negotiator that the rougher cogs in this dog-eat-dog world still turn. Free-agents employed by the church to resolve matters discreetly, by word or by sword, negotiators are the best defense against the worst things to crawl out of the dark. Armed only with their wits and a nice suit, a negotiator minces words with the likes of devils, degenerates, femme fatales, and worse. Their lives are lonely ones, moving from one stinking heap of a job to the next. Live or die, they get their job done and at the end of the day their only reward is the knowledge that what they did has talked the world one step backwards from the ledge.

Slick Tongue (Ex): A negotiator may use her Wisdom in place of her Charisma for the purpose of determining her Bluff, Diplomacy, and Intimidate bonuses.

This replaces stern gaze.

Dressed to the Nines (Ex): The negotiator gains dressed to the nines, as the battle butler class feature of the same name, using her Wisdom score in place of her Charisma score.

This replaces monster lore.

Uncanny Dodge (Ex): At 2nd level, the negotiator gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. An inquisitor with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

If a negotiator already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

This ability replaces track.

Saw It Coming (Ex): At 3rd level, the negotiator always acts during the surprise round and may make a Sense Motive check in place of an Initiative check for determining when she acts. When normal combat begins, she rolls his initiative check normally and uses that result.

This replaces solo tactics.

Friends in the Right Places (Ex): At 3rd level, the negotiator may make Diplomacy checks to gather information in 30 minutes, rather than 1d4 hours.

This ability replaces the inquisitor’s first teamwork feat.

Improved Uncanny Dodge (Ex): At 6th level and higher, the negotiator can no longer be flanked. This defense denies a rogue the ability to sneak attack the inquisitor by flanking her, unless the attacker has at least four more rogue levels than the target has negotiator levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

This ability replaces the inquisitor’s second teamwork feat.

Uncanny Counter (Ex): At 9th level, when attacked in a manner that would render a normal character flat footed (such as while flanked or feinted), the negotiator may expend an attack of opportunity to make a Sense Motive check and use the result in place of her AC. If this attack misses then she may attack the foe that struck her as an immediate action.

This ability replaces the inquisitor’s third teamwork feat.

Rapid Judgment (Ex): At 12th level the negotiator may declare her judgments as part of an initiative check, rather than as a swift action.

This ability replaces the inquisitor’s fourth teamwork feat.

Daring Gambit (Ex): At 15th level, as a free action the negotiator may present a false opening to a foe while preparing a devastating counter attack. She may declare herself as flat-footed against one creature she can see. If that creature attacks her, then she may make an attack of opportunity against that creature. This attack resolves first and, if hits, then the negotiator is not considered flat footed against the attack that triggered this ability. The target receives a Sense Motive check (DC 10 + negotiators Bluff bonus) to realize this deception.

This ability replaces the inquisitor’s fifth teamwork feat.

Gunpoint Diplomat (Ex): At 18th level the negotiator gains a competence bonus on Bluff, Diplomacy, and Sense Motive checks equal to 1/4th her level against creatures she is engaged in combat with, or has identified with a successful Knowledge check.

This ability replaces the inquisitor’s sixth teamwork feat.

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