
Diplomacy is a skill in Pathfinder that allows players to persuade others to agree with their arguments, resolve differences, and gather information or rumours from people. It is also used to negotiate conflicts using proper etiquette and manners. The Diplomacy skill can be used to change the initial attitudes of non-player characters (NPCs), with the difficulty of this check depending on the creature's starting attitude and adjusted by its Charisma modifier. If a creature's attitude is at least indifferent, players can make requests of the creature, with the base DC determined by the creature's current attitude. Once a creature's attitude has shifted to helpful, it will give in to most requests unless they go against its nature or put it in serious danger. Players can also use Bluff and Diplomacy together to make a request of a creature without it realising.
| Characteristics | Values |
|---|---|
| Use | Persuade others to agree with your arguments, resolve differences, and gather information or rumours from people |
| Check | Change the initial attitudes of non-player characters with a successful check |
| DC Check | Depends on the creature's starting attitude towards you, adjusted by its Charisma modifier |
| Success | The character's attitude towards you is improved by one step |
| Failure | If you fail by 4 or less, the character's attitude towards you is unchanged. If you fail by 5 or more, the character's attitude towards you is decreased by one step |
| Maximum Shift in Attitude | Two steps up |
| Exception | Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies |
| Additional Checks | Bluff and Diplomacy can be used together to make a request of a creature without it realizing |
| Unfair (Sense Motive) | If the buyer believes the seller's asking price is too high, subtract 2 x the Undercut Percentage from the seller's Asking Price to get the Final Offer, and subtract 4 x the Undercut Percentage to get the Initial Offer |
| Silver-Tongue Racial Trait | Grants a +2 untyped bonus to diplomacy and allows diplomacy to shift a creature's attitude by up to three steps |
| Eldritch Heritage | Get a familiar to get a +3 bonus on your diplomacy |
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What You'll Learn

Using Diplomacy to gather information about a specific topic or individual
Diplomacy is a skill that can be used to gather information about a specific topic or individual in Pathfinder. To do this, players must spend at least 1d4 hours asking around in local taverns, markets, and other gathering places. The DC (difficulty check) of this task depends on how obscure the information is. For commonly known facts or rumours, the DC is typically around 10, while for more obscure or secret information, the DC may increase to 20 or higher. It's worth noting that some topics may be unknown to common folk, and the information gathered is usually limited to the area where the sources live and is influenced by their biases.
Players can also use Diplomacy to change the attitudes of non-player characters (NPCs). The DC of this check depends on the NPC's starting attitude, adjusted by their Charisma modifier. If the check is successful, the NPC's attitude improves by one step, and for every 5 by which the check result exceeds the DC, the attitude improves by an additional step. However, the GM may place a limit on how much a creature's attitude can be shifted in this way. Additionally, Diplomacy is generally ineffective against creatures that intend to harm the player or their allies.
There are various ways to boost a character's Diplomacy checks. For example, the silver-tongue alternate racial trait grants a +2 bonus to Diplomacy and allows for a larger shift in a creature's attitude. Taking Eldritch heritage can get a familiar that provides a +3 bonus to Diplomacy, and using them to aid another action can increase the total bonus to +5, but this would require two feats. Additionally, characters who reach certain rank milestones in a skill may unlock unique bonuses and abilities.
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How to change the initial attitude of non-player characters
In Pathfinder, you can change the initial attitudes of non-player characters (NPCs) with a successful Diplomacy check. The rules for influencing NPC attitudes state that it takes at least one minute to influence an NPC's attitude, and the result is determined by cross-referencing the outcome on a table.
The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude is improved by one additional step. However, a creature's attitude cannot be shifted more than two steps up, and Diplomacy is ineffective against creatures that do not understand you or have an Intelligence of 3 or less.
Additionally, Diplomacy is generally ineffective in combat and against creatures intending immediate harm to you or your allies. Any attitude shift caused by Diplomacy usually lasts for 1d4 hours but can vary depending on the situation, at the GM's discretion.
You can also influence a creature's attitude faster by gaining ranks in Diplomacy. At 5 ranks, the time required to influence a creature's attitude is halved. At 20 ranks, you can attempt to adjust a creature's attitude in 1 round with no penalty.
It's important to note that the GM is not required to inform players about an NPC's attitude, and Diplomacy checks may not always work, especially if the NPC is hostile. The GM has the discretion to override rules regarding attitude shifts in certain situations.
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Using Bluff and Diplomacy together to make a request
Combining Bluff and Diplomacy can be a powerful tool in Pathfinder, allowing you to make requests of creatures without them even realizing it. This technique is especially useful when trying to influence NPCs or creatures with initially hostile or indifferent attitudes towards you. Here are some tips on how to effectively use Bluff and Diplomacy together to make a request:
Understand the Basics:
Firstly, understand the mechanics of Bluff and Diplomacy checks. When combining these skills, you'll first attempt a Bluff check to convince the target that your request was their idea, which is treated as far-fetched circumstances with a -10 penalty on the check. If successful, you'll then make a Diplomacy check, treating the creature's attitude as indifferent, regardless of their actual attitude. This process requires at at least one minute of continuous interaction.
Gradual Coaxing:
Gradually coax the target by discussing topics subtly related to your request. Ask leading questions and narrow the scope of the conversation so that the target eventually decides to take the action you desire. This technique is effective because it makes the creature more likely to act on the idea than if you had simply made a direct request. They believe it's their own idea, making them more receptive to it.
Consider the Target's Nature:
Remember that some requests may automatically fail if they go against the creature's values, nature, or self-interest. For example, an evil creature won't abandon its evil plan just because you're charming. Use your skills wisely, considering the target's motivations and values to determine if your request has a chance of success.
Increase Your Chances:
To increase your chances of success, consider ways to boost your Diplomacy and Bluff skills. This can include choosing character traits, such as the silver-tongue alternate racial trait, which grants a +2 bonus to both Diplomacy and Bluff. Additionally, look for magic items, feats, class abilities, or spells that can enhance your skills. For example, a familiar can provide a bonus to your Diplomacy checks, and certain feats like Cunning Caster can enhance your Bluff skill.
Practice Makes Perfect:
Finally, remember that role-playing games are meant to be fun and interactive. Practice your Bluff and Diplomacy skills by interacting with various NPCs and creatures. The more you use these skills, the better you'll become at understanding their nuances and mastering the art of persuasion. Don't be afraid to try out different approaches and learn from your successes and failures.
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Diplomacy in bargaining and negotiation
Diplomacy is a crucial skill in bargaining and negotiation, whether in the context of international relations or role-playing games like Pathfinder. In Pathfinder, Diplomacy (Cha) is a skill that allows players to persuade others to agree with their arguments, resolve differences, and gather valuable information or rumours. It is also used to negotiate conflicts by employing the proper etiquette and manners suitable for the problem at hand.
In the realm of international relations, diplomacy, bargaining, and negotiation are interconnected concepts. Diplomacy serves as the institutional framework for international negotiation, facilitating peaceful contacts and the development of relations between governments of different states through recognised intermediaries. This field has been characterised by both change and continuity, influenced by advancements in science and technology, shifts in the international order, and the widening of the diplomatic agenda.
In the context of bargaining and negotiation, diplomacy can be understood as a strategic tool to enhance relative bargaining power and achieve preferable outcomes. This involves choosing strategies systematically, such as utilising the "silver-tongue" alternate racial trait in Pathfinder to gain a +2 untyped bonus to diplomacy and bluff, allowing one to shift a creature's attitude more effectively.
Additionally, information management has been highlighted as an essential aspect of diplomacy in bargaining and negotiation. US Secretary of State James Baker emphasised the impact of real-time conflict coverage by electronic media, which has drastically changed how information is managed in diplomacy compared to traditional diplomatic archives.
Overall, diplomacy in bargaining and negotiation requires a nuanced understanding of the theoretical frameworks and practical strategies involved. It entails navigating complex interactions, leveraging skills like persuasion and conflict resolution, and adapting to evolving dynamics in international relations and information management.
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Using Diplomacy to persuade others to agree with your arguments
Diplomacy is a skill that can be used to persuade others to agree with your arguments, resolve differences, and gather valuable information or rumours from people. It is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
To persuade others to agree with your arguments, you must first change the initial attitudes of non-player characters with a successful check. The DC of this check depends on the creature's starting attitude towards you, adjusted by its Charisma modifier. If you succeed, the character's attitude towards you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude towards you increases by one additional step.
There are a few things to keep in mind when attempting to persuade others with Diplomacy. Firstly, you cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, additional checks will not change the result, although other requests may be made. Secondly, Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies. Finally, some requests may automatically fail if they go against the creature's values or nature, subject to GM discretion.
There are also a few ways to boost your Diplomacy checks. If you have the Persuasive feat, you gain a +2 bonus on Diplomacy checks. Additionally, if you have 10 or more ranks in Diplomacy, the bonus increases to +4. You can also use Bluff and Diplomacy together to make a request of a creature without it realizing you have made the request. This can be done by discussing topics subtly relevant to the request, asking leading questions, and narrowing the scope of the conversation so that the target eventually decides to take the action you have led it to.
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Frequently asked questions
To get the most out of diplomacy in Pathfinder, you can use it to persuade others to agree with your arguments, resolve differences, and gather valuable information or rumours from people. You can also use diplomacy to negotiate conflicts by using the proper etiquette and manners suitable to the problem. Additionally, having 10 or more ranks in diplomacy will increase your bonus to +4.
You can change the initial attitude of a non-player character with a successful diplomacy check. The DC of this check depends on the creature's starting attitude towards you and is adjusted by its Charisma modifier. If you succeed, the character's attitude towards you is improved by one step.
There are a few ways to get a bonus to your diplomacy checks. One way is to take Eldritch Heritage to get a familiar that can aid you and provide a +3 bonus. Another way is to choose a pig as your familiar, which will give you a +5 total bonus. Additionally, the silver-tongue alternate racial trait grants a +2 untyped bonus to diplomacy and allows you to shift a creature's attitude by up to three steps.

























