Brazen Ambassador
The City of
Brass in the Elemental Chaos is a complex net of social intrigue, woven
through the courts of the efreet lords who stand as the city’s masters.
The feuds, alliances, and enmities of the city require a special class
of citizen to navigate: the brazen ambassadors. Developed as a means for
embattled efreets to communicate with their peers, brazen ambassadors
have taken on a greater role, not just within the City of Brass but also
on far-flung planes. Today, brazen ambassadors handle most of a lord’s
affairs, from negotiating alliances with the city’s many courts to
brokering with planar traders that come to the city. They even deign to
represent Bashamgurda, Lord of the Efreets, and through him, the City of
Brass itself.
Each brazen ambassador is
drawn from the ranks of slaves within the City of Brass, and the
decision to elevate such an individual is not made lightly. The process
requires potent magic, demanding the investment of an efreet patron’s
power. The efreet first draws off some of its burning blood, which a
specially trained ritual practitioner, or sahaar, uses to tattoo arcane
symbols on the skin of the chosen figure. As it cools, the blood leaves a
brass filigree etched into the ambassador’s skin. This initiation is
dangerous; the frail do not survive. Adventurers are prized choices to
become brazen ambassadors because they are far more likely to survive
the process than any common slaveling.
The
markings on an ambassador serve two purposes. The first and most obvious
is to distinguish a brazen ambassador as more than a mere slave. At a
glance, an efreet can know that the words of such an individual are not
the mere whining of a lowly slave— they are treated as the words of a
peer. Second, the ritual causes the blood of the patron to intermingle
with that of its ambassador, causing the ambassador to become a part of
that efreet’s bloodline. The connection between an ambassador and its
patron is a potent one, permitting the efreet to invest an ambassador
with some of its power, even across the planes.
Brazen Ambassador Starting Feature (1st level): You gain the bound by brass power.
Brazen Ambassador Level 5 Feature (5th level):
Once per encounter, when you roll a Bluff check against a creature of
the elemental origin and dislike the result, you can reroll the check.
You must use the second result.
Brazen Ambassador Level 10 Feature (10th level):
You can sustain the effect of bound by brass as a standard action. This
benefit lasts until the end of your next turn or until you attack.
Brazen Ambassador Utility Bound by Brass
While the mystic symbols on your skin burn bright, enemies dare not strike you for fear of drawing the ire of your master.
Encounter
Charm, Elemental
Minor Action Personal
Effect:
Until the end of your next turn or until you attack, creatures of your
level or lower cannot target you with melee attacks or ranged attacks.
Brazen Ambassador Utility 2Use Cinderspeech
You instill your words with primordial echoes that transcend simple language.
Encounter
Arcane, Elemental
Free Action Personal
Trigger: You would make a Diplomacy check or an Intimidate check.
Effect: You instead make an Arcana check with a +2 power bonus. You are considered to share a language with the target of the check.
Brazen Ambassador Utility 6Me and This Army
You inform opponents that the adventurers wielding a legion’s worth of blades are, in fact, your comrades.
Daily
Arcane, Aura
Minor Action Personal
Effect:
You activate an aura 1 that lasts until the end of the encounter. Each
ally in the aura gains a +2 power bonus to Will. While the aura is
active, you gain a +1 power bonus to Intimidate checks and Diplomacy
checks for each ally in the aura (maximum +5).
Brazen Ambassador Utility 10Blazing Reprisal
Your foes reconsider interfering with you when they learn whom you call master.
Encounter
Charm, Elemental, Fire
Immediate Interrupt Close burst 5
Trigger: An enemy within 5 squares of you hits you with an attack.
Target: The triggering enemy in the burst
Effect:
The target rerolls the attack and must use the second result. If the
attack still hits, the target takes fire damage equal to 5 + one-half
your level after the attack is resolved.
Published in Dragon Magazine 408.