Diplomacy includes etiquette, social grace, tact, subtlety, and a way
with words. A skilled character knows the formal and informal rules
of conduct, social expectations, proper forms of address, and so on.
This skill represents the ability to give others the right impression of
oneself, to negotiate effectively, and to influence others.
CheckYou can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes table, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
ActionChanging others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.Try AgainOptional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.SpecialA Jeganite has a +2 racial bonus on Diplomacy checks. If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.SynergyIf you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.Influencing NPC AttitudesUse the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude of a nonplayer character, or wild empathy checks made to influence the attitude of an animal or magical beast.
|