Diplomacy
Description
Ability Score Used: Charisma Armor Check Penalty Applies? No
You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
Improve Attitude
You can change the initial attitudes of non-player characters with a successful check. The DC of this check depends on the creature's level or CR, and is adjusted by its starting attitude toward you. If you succeed, the character's attitude toward you is improved by one step.
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours, but can last much longer or shorter depending upon the situation (GM discretion). During that 1d4 hour timeframe, the actions of the PC can greatly influence this duration. Making a Diplomacy check, then treacherously betraying your new-gained trust is a good way to lower that time, for example, while giving gifts, bargaining fairly and in good faith, and behaving honorably are ways to extend it. | |||||||||||||||||
Action Required: |
Improving the attitude of a creature by one step requires at least a few minutes of conversation, and can take hours or days. | ||||||||||||||||
DC of Check: |
Requires an Average DC check based on the target creature's level or CR. If your result is equal to or greater than a Hard DC for the creature's level or CR, the character's attitude toward you increases by two steps, instead of one. A creature's attitude cannot be shifted more than two steps up in this way. (If you have at least 21 ranks in Diplomacy, you can improve a creature's attitude up to three steps, if your result is equal to or greater than an Impossible DC for the creature's level or CR.) The possible attitudes, in order from worst to best are:
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Modifiers to Check |
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Take 10? / Take 20? |
No | ||||||||||||||||
Allows Assists? |
Yes (up to 5 allies). The first assisting ally doubles the time required, the second assisting ally triples it, etc. | ||||||||||||||||
Results of Success |
The target's attitude is improved by either one or two steps, as indicated above. | ||||||||||||||||
Consequences of Failure |
If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step. | ||||||||||||||||
Retry Allowed? |
You cannot use Diplomacy to improve a given creature's attitude more than once in a 24 hour period. (If you have at least 21 ranks in Diplomacy, you may retry in the same 24 hour period, at +5 on the DC per retry.) | ||||||||||||||||
Provokes AOO? |
No |
Make a Request
If a creature's attitude toward you is at least indifferent, you can make requests of the creature. Once a creature's attitude has shifted to helpful or better, the creature gives in to many requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion. | |||||||||||||||||||||
Action Required: |
Varies; it can be a free action for a simple request (e.g. "help me!"), or several minutes for something involved (e.g. "give me directions to the nearest bank"). | ||||||||||||||||||||
DC of Check: |
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Modifiers to Check |
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Take 10? / Take 20? |
No | ||||||||||||||||||||
Allows Assists? |
No | ||||||||||||||||||||
Results of Success |
The creature complies with your request | ||||||||||||||||||||
Consequences of Failure |
The creature refuses to comply with the request. | ||||||||||||||||||||
Retry Allowed? |
If a request is refused, the result does not change with additional checks, although different requests might be made (at +2 to the DC per additional request) | ||||||||||||||||||||
Provokes AOO? |
No |
Gather Information
You can use diplomacy to gather information about a specific topic, event or individual. Note that you may also use Knowledge (Local) to perform this task. Success gets you information about the person, topic or event. It is assumed that multiple sources are consulted during the investigation, to weed out contradictory information, and get a broader picture of the topic. This means you get more than a simple "Yep, he lives in the hollow over there", and more of a big-picture summary of the individual, object or event. | |||||||||||||||
Action Required: |
1d4 hours, as you canvas people at local taverns, markets and gathering places. Gathering information in settlements of size "Large City" or larger takes 1d4 days, instead. | ||||||||||||||
DC of Check: |
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Modifiers to Check |
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Take 10? / Take 20? |
Yes | ||||||||||||||
Allows Assists? |
Yes (up to 5 allies). | ||||||||||||||
Results of Success |
You discover information about the specific topic, event or individual you are seeking, sufficient to suggest at least one course of action related to the topic. If you exceed the target DC by 5 or more, you gain significant information about the topic, or perhaps a useful warning about something you should watch out for. | ||||||||||||||
Consequences of Failure |
If you fail by less than 5, you uncover only the most basic of information about the topic. If you fail by 5 or more, you fail to find any reliable sources of information on the topic. | ||||||||||||||
Retry Allowed? |
Yes | ||||||||||||||
Provokes AOO? |
No |
Intuit Proper Etiquette
You can intuitively guess the proper etiquette in any social situation, appearing to be in touch with the local customs and traditions of politeness. This ability can be used in any culture, even one you've never encountered before, though you must be able to communicate with your hosts. Success means you impress your host(s) with your manners and quick wit. This can lead to a positive circumstance bonus to "improve attitude" checks, or simply cause your host(s) to re-evaluate their prejudices. | |||||||||
Action Required: |
at least 1 minute of conversation | ||||||||
DC of Check: |
Hard skill check vs. the general campaign level of the region in which you are mingling. Note that this is often lower than the CR/lvl of your hosts. | ||||||||
Modifiers to Check |
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Take 10? / Take 20? |
No | ||||||||
Allows Assists? |
No | ||||||||
Results of Success |
You are able to act with a reasonable facsimile of the local etiquette, keeping you from standing out or seeming oafish. If you exceed the target DC by 5 or more, you are able to mimic the local etiquette so well that few can tell you are not a local (by your actions; your appearance may still give you away). If you exceed the target DC by 10 or more, you appear to be an expert at the local etiquette, impressing others. You gain a +5 circumstance bonus on your next diplomacy roll made to interact with a local. | ||||||||
Consequences of Failure |
If you fail by less than 5, you do not offend your hosts, but neither do you impress them. If you fail by 5 or more, your actions, way of speaking and general demeanor are considered off-putting, oafish or otherwise distasteful. | ||||||||
Retry Allowed? |
No | ||||||||
Provokes AOO? |
No |
Implant Suggestion (Epic)
Your powers of persuasion and wordplay have grown so mighty that you can cause a person to temporarily act upon your command as though they had a "helpful" attitude towards you. If successful, you may suggest an action be performed by the target creature as though you had cast Suggestion (Bard Spell) upon them. The target creature will realize it has been manipulated once the spell's duration ends. This is a non-magical effect.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Standard action |
DC of Check: |
Challenging DC vs. the CR/lvl of the target creature |
Modifiers to Check |
The target gets a Will save vs. a DC of 10 + half your level + your CHA modifier to resist the suggestion, if the Diplomacy check is successful. This saving throw may be made at a penalty of -1 or -2 if the suggestion seems particularly reasonable. |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
The target acts according to the suggestion you have implanted in him. If you exceed the target DC by 10 or more, the subject never realizes it was coerced, leaving its attitude towards you unchanged afterwards. |
Consequences of Failure |
The target is not subjected to the spell effect, though it may still act upon the suggestion of its own volition, if it seems reasonable enough. |
Retry Allowed? |
Yes, but the subject receives a +2 bonus to its saving throw for each additional attempt within the same 24-hour period. |
Provokes AOO? |
No |