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C L A S S E S <Some of these classes are modified from D20 modern. No longer does one need to take a hero class. They no longer exist> B O D Y G U A R D (d20)
Class Features: The following features pertain to the Bodyguard class. Proficiencies: Bodyguards are proficient with all personal firearms and with light and medium armor. Harm’s Way: Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally. Combat Sense: This ability allows a Bodyguard of 2nd level or higher to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Bodyguard can select a new opponent on any action. At 8th level, the competence bonus increases to +2. Bonus Feats: At 3rd, 6th, and 9th level, the Bodyguard gets a bonus feat. The bonus feat must be selected from the following list, and the Bodyguard must meet all the prerequisites of the feat to select it: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Attentive, Combat Expertise, Combat Reflexes, Double Tap, Improved Brawl, Improved Feint, Improved Knockout Punch, Knockout Punch, Precise Shot, Quick Draw, Quick Reload, Streetfighting, Vehicle Expert. Sudden Action: Once per day, a Bodyguard of 4th level or higher can focus his or her effort to burst into sudden action when the situation calls for it. The Bodyguard can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Bodyguard sees fit. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action. Improved Charge: A Bodyguard of 5th level or higher can make a charge without having to move in a straight line. All other charge rules apply, but the Bodyguard can alter his or her direction when making a charge to avoid obstacles. Defensive Strike: At 7th level, if an opponent makes a melee attack against the Bodyguard and misses while the Bodyguard is using the total defense option, the Bodyguard can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The Bodyguard gains no bonus against an opponent who doesn’t attack the Bodyguard or against an opponent who makes a successful attack. Blanket Protection: At 10th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position. The Bodyguard spends 1 action point and takes a full-round action to issue orders and directions. Doing this provides the Bodyguard’s allies with a +1 insight bonus to Defense for 3 rounds. D A R E D E V I L (d20) Class Information: The following information pertains to the Daredevil class.
Class Features: The following features pertain to the Daredevil class. Nip-Up: A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity. Bonus Feats: At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the following list, and the Daredevil must meet all the prerequisites of the feat to select it. Action Boost: This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action. Adrenaline Rush: At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds. At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds. Delay Damage: Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level. Damage Threshold: A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat. D R E A D N O U G H T (d20) Class Information: The following information pertains to the Dreadnought class.
Class Features: The following class features pertain to the Dreadnought class. Proficiencies: Dreadnoughts are proficient with all personal firearms and with all non-powered armor. Fearless: The Dreadnought is immune to fear effects. Stability: The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack. Unhindered: The Dreadnought treats any armor worn as though its armor penalty is 2 better. Ability Surge: At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently. Steamroller: Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt. Bonus Feats: At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it: Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System. Master Defender: Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense). Knockdown: At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow. Heavy Artillery: Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons. E X P L O R E R (d20) Class Information: The following information pertains to the Explorer class.
Class Features: The following class features pertain to the Explorer class.
Survivalist: At 1st level, the Explorer gains the bonus feats Guide and Track. Resolve: B eginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks. Skilled Searcher: When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Search checks equal to one-half her Explorer class level (rounded down). Bonus Feats: At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it: Action Boost, Advanced Two-Weapon Fighting, Aircraft Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge, Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble, Renown, Spacer, Streetfighting, Studious, Track, Two-Weapon Fighting, Vehicle Expert. Trap Sense: At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2 at 7th level and +3 at 10th level. Extra Step: An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. Explorer’s Evasion: If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw. F I E L D M E D I C (d20) Class Information: The following information pertains to the Field Medic class.
Class Features: The following features pertain to the Field Medic class. Medical Specialist: The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level. Expert Healer: At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class. Bonus Feats: At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it. Armor Proficiency (light), Armor Proficiency (medium), Cautious, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Medical Expert, Personal Firearms Proficiency, Surface Vehicle Operation, and Vehicle Expert. Medical Mastery: When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so. Minor Medical Miracle: At 7th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved. Medical Miracle: At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DCfor this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points. If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored. F I E L D S C I E N T I S T (d20) Class Information: The following information pertains to the Field Scientist class.
Class Features: The following features pertain to the Field Scientist class. Smart Defense: A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Defense. Any situation that would deny the Field Scientist his or her Dexterity bonus to Defense also denies the Intelligence bonus. Scientific Improvisation: At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific expertise. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist could build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. Only objects that can normally be used more than once can be improvised. Bonus Feats: At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat . The bonus feat must be selected from the following list, and the Field Scientist must meet all the prerequisites of the feat to select it: Archaic Weapons Proficiency, Attentive, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Renown, Studious. Skill Mastery: At 4th level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a skill check using one of these skills, the Field Scientist may take 10 even if stress and distractions would normally prevent him or her from doing so. Minor Breakthrough: Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him or her the recognition of her peers. The Field Scientist chooses one of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. When dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on Reputation checks. Smart Survival: A Field Scientist of 7th level or higher can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points. Smart Weapon: At 8th level, the Field Scientist selects one weapon that he or she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls. Major Breakthrough: At 10th level, the Field Scientist gains a +2 bonus on Reputation checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. This bonus stacks with the bonus provided by the minor breakthrough ability. G U N S L I N G E R (d20) Class Information: The following information pertains to the Gunslinger class.
Class Features: The following features pertain to the Gunslinger class. Proficiencies: Gunslingers are proficient with all firearms and with all light armor. Close Combat Shot: At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity. Weapon Focus: At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Gunslinger must choose a specific personal firearm. Bonus Feats: At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat. The bonus feat must be selected from the following list, and the Gunslinger must meet all the prerequisites of the feat to select it. Advanced Two-Weapon Fighting, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Strafe, Two-Weapon Fighting. Defensive Position: Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover. Lightning Shot: Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity. Sharp Shooting: At 7th level, if the Gunslinger uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2. Greater Weapon Focus: At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus. Bullseye: At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage. H A C K E R (Gits) Class Information: T he following information pertains to the Hacker class.
Class Features: The following features pertain to the Hacker class. Improved Hack Repertoire: A Hacker is simply better with her Cyberbrain than others. She can do more with it. Her capacity for hacking is increased Her available Hacks are one row lower on the Hack Action table (Eg Int 14 now becomes Int 16 for the purposes of the number of Hack actions available but the character does not gain the additional attribute bonus). This is a permanent increase. Increasing one’s Int later keeps the Hack Action row one lower. This ability stacks with other abilities that increase the hacking ability (like the CCSS ability) of the character. The character gains another one level drop at 4 th level, 7th level, and 10 th level. Cyberbrain Specialization: A Hacker rises above the amateurs around her. Both Computer Use and Hack-Craft have their maximum level raised +½ their Int bonus. At 8 th level, they gain this bonus again. Bonus Feats: At 3 rd, 6 th, and 9 th level, the Hacker may choose one of the following feats: Chain Hack, Cooperative Hack, Empower Hack, Extend Hack, Greater Hack Focus, Greater Hack Penetration, Improved Back-Hack, Hacking Aptitude, Maximize Hack, Quicken Hack, Rapid Hack, Hack Focus, Speed Reprogram, Hack Mastery, Hack Penetration, Hack Attack Increase Hacker Portfolio: Usually, any hacker only has double their Int bonus in available actual actions, regenerating half their Int bonus (rounded down) in Hack actions ever minute (10 rounds) that passes. At 5 th level, the Hacker now has x2.5 their Int bonus in available actions. I N F I L T R A T O R (d20) Class Information: The following information pertains to the Infiltrator class.
Class Features: The following features pertain to the Infiltrator class. Sweep: An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter. Improvised Implements: At 2nd level, an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools. Bonus Feats: At 3rd, 6th, and 9th level, the Infiltrator gets a bonus feat. The bonus feat must be selected from the following list, and the Infiltrator must meet all the prerequisites of the feat to select it: Acrobatic, Alertness, Armor Proficiency (light), Athletic, Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Renown, Run, Stealthy. Improved Evasion: If an Infiltrator of 4th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Infiltrator suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. Skill Mastery: At 5th level, an Infiltrator selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so. Improvised Weapon Damage: At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals. Improved Sweep: At 8th level, an Infiltrator’s ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Infiltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD). Without a Trace: At 10th level, when an Infiltrator uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect theInfiltrator’s activity take a –4 penalty. I N V E S T I G A T O R (d20) Class Information: The following information pertains to the Investigator class.
Class Features: The following features pertain to the Investigator class. Profile: By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.) Contact: An Investigator of 2nd level or higher cultivates associates and informants. Each time the Investigator gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character. Bonus Feats: At 3rd, 6th, and 9th level, the Investigator gets a bonus feat. The bonus feat must be selected from the following list, and the Investigator must meet all the prerequisites of the feat to select it: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Brawl, Defensive Martial Arts, Dodge, Double Tap, Educated, Knockout Punch, Personal Firearms Proficiency, Point Blank Shot. Nonlethal Force: At 4th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, he or she can deal nonlethal damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal –4 penalty on the attack roll. Discern Lie: At 7th level, an Investigator develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Investigator must be able to see and hear (but not necessarily understand) the individual under scrutiny. Sixth Sense: At 10th level, an Investigator becomes so attuned at solving mysteries that he or she finds a way to derive a conclusion and rarely misses a clue. Whenever the Investigator spends 1 action point to improve the result of a skill check made using certain skills (see below), the Investigator gets to add an additional 1d6 to the result. The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot. M A R T I A L A R T I S T (d20) Class Information: The following information pertains to the Martial Artist class.
Class Features: The following features pertain to the Martial Artist class. Proficiencies: Martial Artists are proficient with all light armor. Living Weapon: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed. Flying Kick: Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike. Bonus Feats: At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat. The bonus feat must be selected from the following list, and the Martial Artist must meet all the prerequisites of the feat to select it: Acrobatic, Advanced Combat Martial Arts, Archaic Weapons Proficiency, Combat Reflexes, Combat Throw, Elusive Target, Exotic Melee Weapon Proficiency, Improved Combat Throw, Improved Combat Martial Arts, Unbalance Opponent. Iron Fist: At 5th level, a Martial Artist gains the ability to spend 1 action point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack. At 10th level, this ability improves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round. Flurry of Blows: At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity. N E G O T I A T O R (d20) Class Information: The following information pertains to the Negotiator class.
Class Features: All of the following are features of the Negotiator class. Conceal Motive: A Negotiator gets to add a bonus equal to his or her Negotiator level whenever he or she opposes a Sense Motive check. React First: Starting at 2nd level, a Negotiator gains the ability to react first when trying to make a deal or mediate a settlement. The Negotiator must make contact and speak to the participants before the start of combat. If he or she does this, he or she gains a free readied action that allows the Negotiator to make either a move or attack action if either side in the negotiation (other than the Negotiator) decides to start hostilities. The Negotiator gets to act before any initiative checks are made, in effect giving him or her the benefit of surprise. Bonus Feats: At 3rd, 6th, and 9th level, the Negotiator gets a bonus feat. The bonus feat must be selected from the following list, and the Negotiator must meet all the prerequisites of the feat to select it: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Attentive, Confident, Dead Aim, Deceptive, Educated, Far Shot, Iron Will, Personal Firearms Proficiency, Trustworthy. Talk Down: A Negotiator of 4th level or higher can talk his or her way out of trouble. Either prior to the start of hostilities or during combat, the Negotiator can talk down a single opponent within 15 feet of his or her position or otherwise able to hear the Negotiator’s voice. The target must be able to understand the Negotiator. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Negotiator and the situation in general. Any hostile action by the Negotiator or by one of the Negotiator’s allies directed at the opponent allows the oppon | |||||||