[top]Diplomacy (Cha)

[top]Check
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, 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.
[top]Epic Check
You can turn a person into a fanatic follower. Refer to the accompanying table.
[top]Fanatic
The attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a ?1 penalty to AC whenever fighting for you or your cause. This attitude will remain for one day plus one day per point of your Charisma bonus, at which point the NPC?s attitude will revert to its original attitude (or indifferent, if no attitude is specified).
Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or being detected by the Sense Motive skill. Since it is nonmagical, it can?t be dispelled; however, any effect that suppresses or counters mind-affecting effects will affect it normally. A fanatic NPC?s attitude can?t be further adjusted by the use of skills.
[top]Action
Changing 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.
[top]Try Again
Optional, 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.
[top]Special
A half-elf has a +2 racial bonus on Diplomacy checks.
If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.
[top]Synergy
If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.

[top]Influencing NPC Attitudes

Use 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.
Initial
Attitude
New Attitude (DC to achieve)
HostileUnfriendlyIndifferentFriendlyHelpf ulFanatic
HostileLess than 2020253550150
UnfriendlyLess than 55152540120
Indifferent?Less than 11153090
Friendly??Less than 112060
Helpful???Less than 1150
AttitudeMeansPossible Actions
HostileWill take risks to hurt youAttack, interfere, berate, flee
UnfriendlyWishes you illMislead, gossip, avoid, watch suspiciously, insult
IndifferentDoesn?t much careSocially expected interaction
FriendlyWishes you wellChat, advise, offer limited help, advocate
HelpfulWill take risks to help youProtect, back up, heal, aid
FanaticWill give life to serve youFight to the death against overwhelming odds, throw self in front of onrushing dragon

System Reference Document -> Skill Descriptions
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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