Use this skill to persuade the bouncer to let you into the exclusive club, to negotiate peace between feuding gangs, or to convince an enemy agent to release you instead of killing you. 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 the right impression, to negotiate effectively, and to influence others.
Check: You can change other’s attitudes with a successful check (see the table for details). In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
Diplomacy can be used to influence and NPCs attitude. The GM chooses the initial attitude based upon circumstances. Most of the time, the people the heroes meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the following table show what it takes to change someone’s attitude with the use of the Diplomacy skill. You don’t declare a specific outcome for which you are trying; instead, make the check, and compare the result to the table.
|Hostile||19 or less||20||25||35||45|
|Unfriendly||4 or less||5||15||25||35|
|Indifferent||—||0 or less||1||15||25|
|Friendly||—||—||0 or less||1||15|
Try Again?: Generally, trying again doesn’t work. Rven if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to their position, and trying again is futile.
A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks.
Time: Diplomacy is at least a full-round action. The CM may determine that some negotiations require a longer period of time.