Diplomacy

Key Ability: Charisma
Retry: Yes

Diplomacy is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others.

Untrained Ability

Push an Agreement
You’re able to push people a bit, getting people to agree when they otherwise might not. This action requires one minute, or ten full-round actions, worth of conversation. You can’t push people to do something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest

After spending one minute talking them into it, make an Diplomacy check. Agreements the targets have reason to believe are very favorable to them can decrease the DC by up to -10, while bargains they might believe are unfavorable may increase it by up to +10, at the Games Master’s discretion. You know what the check DC is before you attempt it, and your check against this DC is modified by their attitude towards you as indicated on the table below. Their acceptance of and feelings towards the deal are indicated in the check results below.

Note: This skill may be used on a player by an NPC at some point, especially if the players are being indecisive. In those cases, you should accept that everybody gets fast talked once in a while, and that it might happen to your character once in a while too.

Base DC: 15+ Wis mod + Attitude modifier

Success: The opponent agrees to the deal, but may feel taken advantage of if it was an unfavorable arrangement. The actual terms of the deal dictate how the target feels about the character in the future. If you exceed the DC by 10 or more, they agree to the deal, and do not look unkindly on it regardless of the favorability of it.

Failure: The opponent agrees to the deal, but feels poorly towards it regardless of the favorability of it. Target may become less friendly towards the character, feeling pushed into a deal that they didn’t really want to make. If you fail by more than 5 points, refuse the deal, regardless of its terms. No one likes a pushy salesman. New terms must be agreed to if a deal is to be reached.

Target Attitude DC Modifier Example
Murderous +20 Tries to murder you on sight, and is more likely to scream at you than say something
Hateful +15 Hates you and would probably frame or stab you if they could get away with it.
Unfriendly +10 Dislikes you and would passively frustrate your goals
Indifferent +5 Doesn’t have any inclination to help or hinder you
Friendly +0 Likes you and would assist you if it’s convenient
Helpful -5 Likes you and would assist you just because you asked

Rank 4 Ability

Don't Be Hasty
With just a moment, a smile, and a well turned phrase you can delay a hostile creature from attacking you and your allies. Delay is the key word here, as you cannot hold an opponent back from attacking you if he has already started doing it, or if he knows that you’ve already started attacking him. You may include up to one additional person per rank in Diplomacy, though they must also be not yet engaged in the fight.

Using this ability is a standard action. A target can always choose to replace this base DC with an Intimidation check, though they must stick with the result even if it is lower than the base DC would otherwise be. Each subsequent check this encounter increases the DC by +2.

If you succeed, as indicated in the check results below, you give your opponents pause and they will not approach within 10 feet or attack immediately on their turn. If you wish to delay them after that point, you must succeed on the check again on your next turn or give them some other reason not to attack, such that they change their mind on their own. Any obvious attempt at escape as well as any obviously aggressive action by you or your affected allies automatically ends this effect, leaving your attackers free to do as they like.

Base DC: 10 + the highest of your opponents' Hit Dice +the highest of your opponents' Wis mod, +2 for each prior check this encounter

Success: Your opponents do not attack you this round. They may circle you or threaten you, but they don’t take any offensive action against you or your party unless you attack them first or attempt to flee. If you exceed the DC by more than 10, your opponents aren't really sure how to proceed with your group. They don't even try to encircle or glare at you. This effect lasts up to 4 rounds, as long as you don't take any offensive actions or attempt to flee.

Failure: If their intent was to bring violence to you, that is what your opponents do.

Rank 6 Ability

Bring them Around
With 10 minutes of interaction and an Diplomacy check, you can positively change the attitude of your target towards yourself or another person or group. This shift is a natural shift in attitude, and is not enforced by anything. If you mistreat or disappoint a person while their attitude has been changed, they are likely to respond more negatively than before. Even if you don’t mistreat the person, their attitude will likely revert back to its original level unless you spend time earning it. The DC is modified by their attitude towards you, as indicated in the table below. The DC is increased by 2 if you attempt to shift the target’s attitude for someone else. You can use this ability with small groups of people, affecting up to 1 target per 3 ranks in Diplomacy, though you only make one check result to compare against each of their individual DCs.

You may not retry this check during the same encounter, but you may use it on someone multiple times over multiple meetings. If you use this ability on a person in a later encounter, their actual attitude modifier is replaced by -15. It is difficult to remake a strong impression after all.

Note that this shift in attitude does not stack with the shift gained from the Campaigner ability below. You can not improve the attitude of an individual with the Campaigner ability any further if you have already improved it with this ability.

Target Attitude DC Modifier Example
Murderous +20 Tries to murder you on sight, and is more likely to scream at you than say something
Hateful +15 Hates you and would probably frame or stab you if they could get away with it.
Unfriendly +10 Dislikes you and would passively frustrate your goals
Indifferent +5 Doesn’t have any inclination to help or hinder you
Friendly +0 Likes you and would assist you if it’s convenient
Helpful -5 Likes you and would assist you just because you asked

Base DC: 10 + Opponent's Hit Dice + Opponent's Wisdom modifier + attitude modifier or +15 for repeated attempts. +2 if attempting to shift target’s attitude towards another person.

Success: You shift their attitude 1 steps in the positive direction. If you exceed the Dc by more than 5, You shift their attitude 2 steps in the positive direction. If you exceed the DC by more than 10, You shift their attitude 3 steps in the positive direction. You cannot shift an attitude beyond helpful.

Failure: You fail to shift their attitude at all. If you fail by more than 5 points, you say something that they take absolutely the wrong way and shift their attitude 1 step in the negative direction. You can not shift an attitude beyond hateful, however, so are unlikely to start a fight accidentally.

Rank 8 Ability

Campaigner
While addressing a crowd of any size, you can try to make them friendlier to yourself or another individual. The effect of this is similar to the Likeable ability, but on a wider and less personal scale. If you have 10 minutes to address a crowd, whether it’s from a podium or the chopping block, you can make an Diplomacy check. The prevailing attitude of the crowd towards you further modifies the DC. If you succeed on the check, you positively change the attitude of a number of people indicated by your check result by one step.

You may reuse this ability on the same crowd multiple times as long as you have not failed so badly as to sour them, but no member of the crowd can be affected more than once. Later uses may be easier than earlier uses however, since the prevailing attitude of the crowd will eventually improve as you succeed. If a member of the crowd would be present for a subsequent use of this ability, their attitude may not be shifted an additional step.

For those affected, this shift in attitude is natural and is not enforced by anything. If you mistreat or disappoint a person while their attitude has been changed, they are likely to respond more negatively than before. Even if you don’t mistreat the person, their attitude will likely revert back to its original level unless you spend time earning it.

Even if exposed to multiple attempts, a creature may have its attitude shifted no more than one step with this ability. This shift in attitude does not stack with the shift in attitude obtained from the Likeable ability. If you later use that ability on an individual still under the effect of this ability, reduce any positive attitude shift by one level to account for the non-stacking.

Base DC: 15 + the average Hit Dice of the crowd + the average Wis modifier of the crowd + the average attitude modifier of the crowd.

Success: You shift the attitude of up to your ranks in affability worth of individuals by 1 step in the positive direction. If you exceed the DC by 5 or more, You shift the attitude of up to twice your ranks in affability worth of individuals by 1 step in the positive direction. If you exceed the DC by 10 or more, You shift the attitude of up to six times your ranks in affability worth of individuals by 1 step in the positive direction. You cannot shift an attitude beyond helpful.

Target Attitude DC Modifier Example
Murderous +20 Tries to murder you on sight, and is more likely to scream at you than say something
Hateful +15 Hates you and would probably frame or stab you if they could get away with it.
Unfriendly +10 Dislikes you and would passively frustrate your goals
Indifferent +5 Doesn’t have any inclination to help or hinder you
Friendly +0 Likes you and would assist you if it’s convenient
Helpful -5 Likes you and would assist you just because you asked
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