
Diplomacy is a skill in Pathfinder that allows players to persuade others to agree with their 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 increase one's diplomacy skills, players can consider various strategies such as choosing character traits that boost diplomacy, gaining access to unique bonuses and abilities by unlocking skill ranks, and utilising magic items like a circlet of persuasion. Additionally, players can influence a creature's attitude by spending time interacting and making requests, with the success of their diplomacy checks determining the outcome.
| Characteristics | Values |
|---|---|
| Use | Persuade others to agree with your arguments, resolve differences, and gather valuable information or rumors from people |
| Check | Change the initial attitudes of non-player characters with a successful check |
| Check DC | Depends on the creature's starting attitude toward you, adjusted by its Charisma modifier |
| Success | The character's attitude toward you is improved by one step |
| Success by 5 or more | The character's attitude toward you increases by one additional step |
| Failure by 4 or less | The character's attitude toward you is unchanged |
| Failure by 5 or more | The character's attitude toward you is decreased by one step |
| Limitations | Diplomacy is ineffective in combat and against creatures that intend to harm you or your allies in the immediate future |
| Limitations | Diplomacy cannot be used against a creature that does not understand you or has an Intelligence of 3 or less |
| Time | It takes at least 1 minute of continuous interaction to influence a creature's attitude |
| Time | Making a request of a creature takes 1 or more rounds of interaction, depending on the complexity of the request |
| Time | Gathering information takes 1d4 hours of work searching for rumors and informants |
| Time | Diplomacy cannot be used to influence a given creature's attitude more than once in a 24-hour period |
| Feats | If you have the Persuasive feat, you gain a +2 bonus on Diplomacy checks. If you have 10 or more ranks in Diplomacy, the bonus increases to +4 |
| Skills | Characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill |
| Silver-tongue alternate racial trait | Grants a +2 untyped bonus to diplomacy and bluff and allows diplomacy to shift a creature's attitude by up to three steps |
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What You'll Learn

Choose the silver-tongue alternate racial trait for a +2 bonus
Diplomacy in Pathfinder can be used to gather information about a specific topic or individual. It can also be used to influence a creature's attitude, make a request, or suggest a course of action.
One way to increase your diplomacy skills is by choosing the silver-tongue alternate racial trait. This trait is particularly associated with humans, who are known for their adeptness at subtle manipulation and their ability to put even sworn foes at ease.
By selecting the silver-tongue trait, you gain a +2 bonus on Diplomacy and Bluff checks. This bonus can significantly enhance your ability to influence others and gather information. For example, when attempting to shift a creature's attitude, the silver-tongue trait allows you to shift up to three steps up, instead of the usual two. This increased flexibility can be extremely advantageous when attempting to sway the opinions of others.
Additionally, the silver-tongue trait can be strategically combined with other skills and feats to further enhance your diplomacy capabilities. For instance, the Persuasive feat grants a +2 bonus on Diplomacy checks, and this bonus increases to +4 if you have 10 or more ranks in Diplomacy. The Emissary trait is another option, allowing you to roll twice a day when making a Bluff or Diplomacy check and take the better roll.
In conclusion, choosing the silver-tongue alternate racial trait is a powerful way to increase your diplomacy skills in Pathfinder. It not only provides a direct bonus to your Diplomacy and Bluff checks but also enhances your ability to influence and manipulate others, making it a valuable tool for any player seeking to excel in social interactions within the game.
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Gain a familiar for a flat +3 bonus
In the game Pathfinder, a familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, hit dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal. Only a normal, unmodified animal may become a familiar.
Familiars also grant special abilities to their masters (a sorcerer or wizard) when they are within 1 mile of each other. The best types of familiars to acquire are those that don't depend on many HD, as familiars don't gain bonus HD. Familiars benefit from high strength if used in combat, and dexterity is important if used as a scout or to deliver touch spells. Intelligence increases as a familiar gains bonus abilities, and Charisma is important as it is used for use magic device.
Some familiars grant stat bonuses to their masters, such as the Cat familiar, which grants its master a +3 bonus on Stealth checks. There are also items that provide diplomacy and will save bonuses, such as the commander shield/armor ability and banner of the storm's eye.
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Use Diplomacy to gather information in local taverns and markets
Diplomacy is a skill that can be used to gather information about a specific topic or individual in Pathfinder. To do this, you must spend at least 1d4 hours canvassing people in local taverns, markets, and other gathering places. The difficulty check (DC) of this skill depends on the obscurity of the information sought. For commonly known facts or simple rumours, the DC is typically 10. For more obscure or secret knowledge, the DC may increase to 20 or higher. It's important to note that the GM may rule that some topics are simply unknown to common folk, and even with a successful check, you might not be able to gather information on those topics.
When using Diplomacy to gather information, you are essentially role-playing your character interacting with non-player characters (NPCs) in these settings. Your character's Diplomacy skill represents their ability to speak to people and act with the proper politically correct attitude. The higher your character's Diplomacy skill, the more adept they are at extracting information from others. This skill can be especially useful in gathering rumours and gossip, but it can also be used to obtain factual information.
In addition to the time spent and the DC, other factors can influence your success in gathering information. Retrying Diplomacy checks is an option if your initial attempts are unsuccessful. Additionally, possessing certain feats or abilities can provide bonuses to your Diplomacy checks. For example, the Persuasive feat grants a bonus to Diplomacy checks, and the silver-tongue alternate racial trait provides a +2 untyped bonus to Diplomacy and allows for a greater shift in a creature's attitude.
It's worth noting that the time required to gather information can be reduced with sufficient ranks in Diplomacy. At 5 ranks, the time needed is halved. With 10 ranks, you can attempt to adjust a creature's attitude in 1 round by taking a –10 penalty, and if you take 1 minute, you add your Charisma bonus to the duration of the attitude change. At 15 ranks, you can adjust a creature's attitude in 1 round with no penalty, and the change lasts for days instead of hours. Finally, with 20 ranks, you can influence a creature's attitude in 1 round with no penalty, and the change lasts for weeks.
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Influence a creature's attitude with one minute of continuous interaction
Influencing a creature's attitude in Pathfinder requires at least one minute of continuous interaction. This is a Diplomacy check, and the DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the creature's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the creature's attitude toward you increases by one additional step.
There are several ways to improve your Diplomacy checks. Firstly, you can gain bonuses by having certain feats and abilities. For example, the Persuasive feat grants a +2 bonus, and if you have 10 or more ranks in Diplomacy, the bonus increases to +4. 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.
Another way to influence a creature's attitude is by using magic or skills. For instance, an unscrupulous character may use charm person to alter the Diplomacy DCs in their favour. Alternatively, the Thug Rogue archetype can use the Pacify Animal skill to talk down an aggressive wild animal, turning it from hostile to indifferent.
It is important to note that Diplomacy is generally ineffective in combat or against creatures that intend to harm you or your allies. Additionally, you cannot use Diplomacy on a creature that does not understand you or has an Intelligence of 3 or less.
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Modify diplomacy difficulty based on the creature's will save
Diplomacy in Pathfinder can be used to influence a creature's attitude, make requests of a creature, or gather information about a specific topic or individual. The difficulty of a Diplomacy check can vary depending on the situation and the creature's starting attitude.
When attempting to influence a creature's attitude or make a request of a creature, the Diplomacy check is modified by the creature's Charisma modifier. The base DC for this check is determined by the creature's current attitude, with a more favourable starting attitude resulting in a lower DC. For example, if the creature's attitude is indifferent or higher, the player can make requests of the creature, with the DC adjusted by the creature's current attitude.
Additionally, the complexity of the request can also impact the difficulty. Making a simple request may only require one round of interaction, while more complex requests can take multiple rounds.
When using Diplomacy to gather information, the DC of the check depends on the obscurity of the information. Commonly known facts or rumours typically have a DC of 10, while obscure or secret knowledge may have a DC of 20 or higher. Players can gather information by canvassing people in local taverns, markets, and gathering places, typically spending at least 1d4 hours on this task.
In terms of modifying difficulty based on the creature's Will save, this is specifically mentioned in the context of the "Sycophant" ability. This ability allows a player to turn the enemy's next attack against them into nonlethal damage, with a DC of 15 + the target's Will save bonus. A successful Diplomacy check against this DC results in the enemy's attack dealing nonlethal damage.
Overall, the difficulty of a Diplomacy check in Pathfinder is influenced by various factors, including the creature's attitude, the complexity of the request, the obscurity of information, and in certain cases, the creature's Will save bonus.
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Frequently asked questions
You can use the Diplomacy skill to persuade others to agree with your arguments, resolve differences, and gather valuable information or rumours from people. This skill can also be used to negotiate conflicts by using the proper etiquette and manners suitable to the problem. To increase your diplomacy, you can gain a +2 bonus on Diplomacy checks by acquiring the Persuasive feat. If you have 10 or more ranks in Diplomacy, the bonus increases to +4.
Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. The DC of this check depends on the creature's starting attitude towards you, adjusted by its Charisma modifier. If you succeed, the creature's attitude towards you is improved by one step.
Yes, you can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people in local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought.
Yes, you can modify the diplomacy difficulty based on the creature's will save. This can be done by using the opposing will save as a direct modifier when trying to convince someone to do something against their interests. For example, if someone has a will save of six, the difficulty of the diplomacy check could be increased by 6.

























