Diplomacy (Cha)

     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.


GATHER INFORMATION

     You can use Diplomacy to gather information about a specific topic or individual.  To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places.  The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10.  For obscure or secret knowledge, the DC might increase to 20 or higher.  The GM might rule that some topics are simply unknown to common folk.


Retry: Yes.  You can retry Diplomacy checks made to gather information.  However, it will take another 1d4 hours.


Special: You can take a 10 and a 20 on Diplomacy checks to gather information.  Note the time difference for taking a 20.


Time: 1d4 hours.


INFLUENCE ATTITUDE

     You can change the initial attitudes of nonplayer characters with a successful check.  The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.


Starting Attitude          DC

Hostile                               25 + target's Cha modifier

Unfriendly                        20 + target's Cha modifier

Indifferent                        15 + target's Cha modifier

Friendly                             10 + target's Cha modifier

Helpful                                 0 + target's Cha modifier


Succeed – If you succeed, the character’s attitude toward you is improved by one step.  For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step.  A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.


Fail – 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.


     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).


Retry: You cannot use Diplomacy to influence a given creature’s attitude more than once in a 24 hour period.


Special: You can take a 10 or a 20 on Diplomacy checks to influence attitude.


Time: Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction.


MAKE REQUEST

     If a creature’s attitude toward you is at least indifferent, you can make requests of the creature.  This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers.  Once a creature’s attitude has shifted to helpful, the creature gives in to most 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.


Request                                                 Diplomacy Modifier

Give simple advice or directions                      -5

Give detailed advice                                            +0

Give simple aid                                                     +0

Reveal an unimportant secret                          +5

Give lengthy or complicated aid                      +5

Give dangerous aid                                           +10

Reveal secret knowledge                                 +10 or more

Give aid that could result in punishment    +15 or more

Additional requests                                            +5 per request


Retry: If a request is refused, the result does not change with additional checks, although other requests might be made.


Special: You can take a 10 and a 20 on Diplomacy checks to make requests..


Time: Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request.


SUGGEST COURSE OF ACTION

     You can use Bluff and Diplomacy together to make a request of a creature, without it even realizing you have made the request.

     You can gradually coax a target into thinking a suggestion is entirely its own idea, making the creature more likely to act on the idea than if you had suggested it outright.  You discuss topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action you have led it to.

     You first attempt a Bluff check to convince the target that your request was actually its idea.  This is always treated as far-fetched circumstances, resulting in a –10 penalty on the check.  If successful, you then attempt a Diplomacy check to make the request of the creature, treating its attitude toward you as indifferent for this single request (regardless of its actual attitude).


Retry: If you fail to convince someone, any further checks made to deceive them are made at a –10 penalty and may be impossible (GM discretion).


Special: You may take a 10 or a 20 on Diplomacy checks to convince the target it is their idea. See Bluff for rules on the Bluff check.


Time: Planting the notion and then coaxing a target into suggesting the notion himself each require at least 1 minute of continuous interaction. This can be difficult to arrange with a hostile or unfriendly creature. (Note time differences when taking a 20.)


DIPLOMACY UNCHAINED

     By taking the Signature Skill feat, you can unchain the following special bonuses:

  • 5 Ranks: The time required to influence a creature’s attitude or gather information is halved.
  • 10 Ranks: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty.  If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists.
  • 15 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty.  If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours.  You can gather information in 10 minutes by taking a –5 penalty.
  • 20 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty.  If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in weeks, not hours.  You can gather information in 1d4 minutes with no penalty.