Dungeons and Dragons Wiki
(layout)
m (8 revisions: moved from dnd.wikia.com)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
= Diplomacy ([[Charisma]]) =
 
= Diplomacy ([[Charisma]]) =
  +
{{Tsrwotc}}
 
__TOC__
 
__TOC__
   
==Check==
+
==[[Skill Check|Check]]==
   
You can change the attitudes of others ([[nonplayer characters]]) with a successful Diplomacy check; see the ''[[#Influencing NPC Attitudes|Influencing NPC Attitudes]]'' sub-section below, for basic [[DC]]s. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. [[Opposed check]]s also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
+
You can change the attitudes of others ([[NPC|nonplayer characters]]) with a successful Diplomacy [[Skill Check|check]] see the ''[[#Influencing NPC Attitudes|Influencing NPC Attitudes]]'' sub-section below, for basic [[Difficulty Class|DCs]]. In negotiations, participants roll opposed Diplomacy [[Skill Check|checks]], and the winner gains the advantage. [[Skill Check|Opposed checks]] also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
   
==Action==
+
==[[Action]]==
   
Changing others' attitudes with Diplomacy generally takes at least 1 full [[minute]] (10 consecutive [[full-round action]]s). 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.
+
Changing others' attitudes with Diplomacy generally takes at least 1 full [[minute]] (10 consecutive [[full-round action]]s). In some situations, this time requirement may greatly increase. A [[rushed]] Diplomacy [[Skill Check|check]] can be made as a [[full-round action]], but you take a -10 penalty on the [[Skill Check|check]].
   
 
==Try Again==
 
==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.
+
Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy [[Skill Check|check]] succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial [[Skill Check|check]] fails, the other character has probably become more firmly committed to his position, and a retry is futile.
   
 
==Special==
 
==Special==
   
A [[half-elf]] has a '''+2''' [[racial bonus]] on Diplomacy checks.
+
A [[half-elf]] has a '''+2''' [[racial bonus]] on Diplomacy [[Skill Check|checks]].
   
If you have the [[Negotiator]] [[feat]], you get a '''+2''' bonus on Diplomacy checks.
+
If you have the [[Negotiator]] [[feats|feat]], you get a '''+2''' bonus on Diplomacy [[Skill Check|checks]].
   
 
==[[Synergy]]==
 
==[[Synergy]]==
   
If you have 5 or more [[rank]]s in [[Bluff]], [[Knowledge]] (nobility and royalty), or [[Sense Motive]], you get a '''+2''' bonus on Diplomacy checks.
+
If you have 5 or more [[rank]]s in [[Bluff]], [[Knowledge]] (nobility and royalty), or [[Sense Motive]], you get a '''+2''' bonus on Diplomacy [[Skill Check|checks]].
   
==Influencing NPC Attitudes==
+
==Influencing [[NPC]] Attitudes==
   
Use the table below to determine the effectiveness of Diplomacy checks (or [[Ability Check|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]].
+
Use the table below to determine the effectiveness of Diplomacy [[Skill Check|checks]] (or [[Ability Check|Charisma checks]]) made to influence the attitude of a [[NPC|nonplayer character]], or [[wild empathy]] [[Skill Check|checks]] made to influence the attitude of an animal or [[magical beast]].
   
   
{| border=1 style="border-collapse:collapse; text-align: center;"
+
{|Border=1 style="border-collapse:collapse; text-align: center;"
 
|-
 
|-
! rowspan="2" | Initial<br/>Attitude || colspan="6" | New Attitude (DC to achieve)
+
! rowspan="2" | Initial<br/>Attitude || colspan="6" | New Attitude ([[Difficulty Class|DC]] to achieve)
 
|-
 
|-
 
!Hostile!!Unfriendly!!Indifferent!!Friendly!!Helpful!!Fanatic
 
!Hostile!!Unfriendly!!Indifferent!!Friendly!!Helpful!!Fanatic

Latest revision as of 08:48, 28 June 2010

Diplomacy (Charisma)[]

This article is based on material by:
TSR, Inc./Wizards of the Coast


Check[]

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.

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.

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.

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.

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.

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)
Hostile Unfriendly Indifferent Friendly Helpful Fanatic
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


Attitude Means Possible Actions
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

Template:SRDskill