|Hostile||25 + creature's Cha modifier|
|Unfriendly||20 + creature's Cha modifier|
|Indifferent||15 + creature's Cha modifier|
|Friendly||10 + creature's Cha modifier|
|Helpful||0 + creature's Cha modifier|
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.
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. 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. 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).
|Give simple advice or directions||
|Give detailed advice||
|Give simple aid||
|Reveal an unimportant secret||
|Give lengthy or complicated aid||
|Give dangerous aid||
|Reveal an important secret||
+10 or more
|Give aid that could result in punishment||
+15 or more
+5 per 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.
Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.
You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.
If you have the Persuasive feat, you gain a bonus on Diplomacy checks.
Heroes of the High Court
You are skilled in focusing your diplomatic skills on a key member of a court, thereby improving your standing in the eyes of everyone present.
While in a courtly setting, you present yourself to an NPC ruler or other leader (such as the head of a trade delegation) with appropriate pleasantries and decorum. Attempt a Diplomacy check to change the initial attitude of this leader as usual. The number of steps you adjust this leader's starting attitude also adjusts, by the same number of steps, the starting attitude of everyone who is loyal to the leader and can see and hear your interaction. For example, if you adjust the attitude of a queen from indifferent to friendly, you also adjust the attitude of her bodyguards from unfriendly to indifferent and the attitude of her sycophantic courtiers from friendly to helpful. If you worsen the leader's starting attitude with a failed Diplomacy check, you also worsen the attitudes of nearby attendants; attendants made hostile may attack or expel you to protect their leader's honor.
Using Diplomacy to demonstrate your courtly manners requires at least 1 minute of continuous interaction with the leader.
|Degree of resulting harm is small||+5|
|Target believes the harm is speculative or unlikely||+5|
|Degree of resulting harm is fatal or catastrophic||-5|
|Target believes the harm is immediate or likely||-5|
Heroes of the High Court
You can explain the detrimental effects of a creature's action or inaction, encouraging it to change its intended course to instead act as you suggest and thus avoid harm.
You can describe to your target that its current course of action will lead it to some degree of harm and insist that it act differently to avoid that end. For example, you might try to convince a guard not to turn away an important ambassador, as doing so will get him in trouble later, or you might attempt to dissuade a ruler from attacking a well-defended neighboring nation to prevent a costly war. You must genuinely believe in the harm that will result; for example, you must think it likely that the guard will be reprimanded for turning away the ambassador. If this is not the case, the Bluff skill should be used instead.
You first attempt a Diplomacy check to convince the target to listen to you while you explain the consequences of its action or inaction. This Diplomacy check has the same DC as a check to adjust the target's attitude, including any of the following modifiers that apply.
You then attempt an Intimidate check to force the subject to act friendly to you with respect to changing its intended course of action. If you succeeded at the Diplomacy check, reduce the Intimidate DC by 5; reduce the DC by an additional 5 if you succeeded at the Diplomacy check by 10 or more. If you failed the Diplomacy check by 5 or more, instead increase the Intimidate check DC by 5.
Logically presenting the consequences with Diplomacy and insisting on an alternate course of action with Intimidate each require at least 1 minute of continuous interaction. This can be difficult to arrange with a hostile creature.
Giant Hunter's Handbook
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).
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, though giants are sometimes more willing to have longer discussions with foes they consider harmless.
With the Signature Skill feat and sufficient ranks in Diplomacy, you earn the following.
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.
You use the power of suggestion and subtle psychic influence to alter a subject's mind and dredge up repressed memories.
Characters capable of casting psychic spells or who have the Psychic Sensitivity feat gain access to this skill unlock. A character must be trained in the appropriate skill to use that skill’s unlock, even if the skill can normally be used untrained. It’s impossible to take 10 for an occult skill unlock. Occult skill unlocks require intense concentration and strenuous effort, so the amount a character can use each skill unlock is limited to once per day or per week. This limit is for all uses of the skill unlock.
You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject's Will save modifier against mind-affecting enchantment (Compulsion) effects. All uses of hypnotism are mind- affecting enchantment (Compulsion) effects.
You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
Hypnotism takes 1 minute of calm interaction.
Yes. You can try to hypnotize the same creature more than once, but only once per day.