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.
Player characters cannot be compelled by a diplomacy roll.
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 diplomacy check cannot be made on a target who is unwilling to listen to you in the first place, and diplomacy cannot generally be used in combat.
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.
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.
If you have 5 or more ranks in Bluff or Sense Motive, you get a +2 bonus on Diplomacy checks.
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.
The DCs presented are guidelines and may not always apply depending on the situation and the arguments presented during diplomacy.
Initial Attitude | Hostile | Unfriendly | Indifferent | Friendly | Helpful |
---|---|---|---|---|---|
Hostile | Less than 20 | 20 | 25 | 35 | 50 |
Unfriendly | Less than 5 | 5 | 15 | 25 | 40 |
Indifferent | — | Less than 1 | 1 | 15 | 30 |
Friendly | — | — Less than 1 | 1 | 20 | |
Helpful | — | — | — | Less than 1 | 1 |
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 |
Some content presented here is derived from the d20 System, a trademark of Wizards of the Coast. All d20 content is used according to the terms of the Open Game License. Zachary Kulp and merfolkstudio.com are not affiliated with Wizards of the Coast, Inc. in any way.