You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check see the Influencing NPC Attitudes sub-section 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.
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.
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.
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.
|New Attitude (DC to achieve)|
|Hostile||Less than 20||20||25||35||50||150|
|Unfriendly||Less than 5||5||15||25||40||120|
|Indifferent||—||Less than 1||1||15||30||90|
|Friendly||—||—||Less than 1||1||20||60|
|Helpful||—||—||—||Less than 1||1||50|
|Hostile||Will take risks to hurt you||Attack, interfere, berate, flee|
|Unfriendly||Wishes you ill||Mislead, gossip, avoid, watch suspiciously, insult|
|Indifferent||Doesn’t much care||Socially expected interaction|
|Friendly||Wishes you well||Chat, advise, offer limited help, advocate|
|Helpful||Will take risks to help you||Protect, back up, heal, aid|
|Fanatic||Will give life to serve you||Fight to the death against overwhelming odds, throw self in front of onrushing dragon|