
Diplomacy is a skill in Pathfinder 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. The skill 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 increases by one additional step. However, a creature's attitude cannot be shifted more than two steps up, and Diplomacy is ineffective in combat or against creatures that intend to harm you or your allies. It can be used to gather information by canvassing people in local taverns, markets, and gathering places, and it can also be used to influence crowds.
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What You'll Learn

Using Diplomacy to gather information
Diplomacy is a versatile skill in Pathfinder that can be used to persuade others, resolve differences, and gather valuable information. When it comes to gathering information, Diplomacy allows players to seek out rumours and informants, canvassing people in local taverns, markets, and other gathering places. This process typically takes 1d4 hours, and the success of the information gathering depends on the obscurity of the information sought.
To gather information effectively using Diplomacy, players should be mindful of the initial attitudes of non-player characters. A successful Diplomacy check can improve a character's attitude towards the player by one step, increasing further for every 5 by which the check result exceeds the DC. This is influenced by the creature's starting attitude, adjusted by its Charisma modifier. Creatures with an Intelligence of 3 or less cannot be influenced by Diplomacy, and it is generally ineffective in combat or against hostile creatures.
The time required to gather information can be reduced by investing in the Diplomacy skill. At 5 ranks, the time needed is halved. With 10 ranks, players can attempt to adjust a creature's attitude in 1 round with a -10 penalty or add their Charisma bonus to the duration of the attitude change if they take 1 minute. At 15 ranks, players can adjust a creature's attitude in 1 round without penalty, and the change lasts for days. With 20 ranks, the change lasts for weeks, and information gathering only takes 10 minutes with a -5 penalty.
Players can also use Bluff and Diplomacy together to make requests of creatures without them realising. This involves subtly guiding the conversation so that the creature eventually decides to take the desired action, thinking it was their own idea. Additionally, certain feats, such as the Persuasive feat, can provide bonuses on Diplomacy checks, further enhancing the skill's effectiveness.
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Changing attitudes of non-player characters
Diplomacy is a skill that can be used to change the attitudes of non-player characters (NPCs). It is a mechanic that allows players to influence, negotiate, and persuade others to agree with their arguments, resolve differences, and gather valuable information or rumours. The skill is also used to negotiate conflicts by employing proper etiquette and manners.
Changing the attitude of an NPC requires a successful Diplomacy check. The DC (Difficulty Class) of this check depends on the creature's starting attitude towards the player, adjusted by its Charisma modifier. If the check is successful, the NPC's attitude improves by one step. For every 5 points by which the check result exceeds the DC, the attitude improves by an additional step. However, a creature's attitude cannot be shifted more than two steps up, and Diplomacy cannot be used on creatures that do not understand the player or have an Intelligence of 3 or less.
The time required to influence an NPC's attitude is an important factor to consider. According to the rules, it takes at least one minute of continuous interaction to influence an NPC's attitude. This time requirement may vary depending on the complexity of the request and the situation. Additionally, Diplomacy checks can be retried for gathering information, but it is not recommended for influencing attitudes, as it may do more harm than good.
It is worth noting that while Diplomacy can change an NPC's attitude, it does not work on player characters (PCs) and cannot force them to fulfil requests. PCs are not treated as NPCs for rolls outside of specific circumstances, and even then, it is ultimately the player's choice how their character reacts.
Players can improve their Diplomacy skill by gaining ranks in the skill, unlocking new abilities and bonuses. For example, at 5 ranks, the time required to influence an NPC's attitude is halved. Additionally, certain feats, class features, and spells can provide bonuses to Diplomacy checks, such as the Persuasive feat, the Negotiator feat, or the Charm Person spell.
In conclusion, Diplomacy is a valuable skill in Pathfinder that allows players to change the attitudes of NPCs through successful checks and interactions. It is a versatile tool for negotiation, persuasion, and conflict resolution, but it has limitations, especially when dealing with PCs or creatures with low Intelligence.
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Using Bluff and Diplomacy together
Bluff and Diplomacy are two of the most powerful tools in a player's arsenal in Pathfinder. Used together, they can be a formidable combination. Bluff is the mechanic of lying in Pathfinder, and Diplomacy is often used as a catch-all social skill. Bluff can be used to convince someone of a lie, and Diplomacy can be used to negotiate, calm a scared person, or make an impression. Bluff can also be used to confuse the issues about how good a deal is for either side during a negotiation, and Diplomacy can be used to make a strong impression and leave a lasting impression on the target.
One way to use Bluff and Diplomacy together is to project an aura of invincibility and toughness with Diplomacy and then convince the target to join or follow with Bluff. This can create a sense of fear in the target, making them more likely to comply with your requests. This combination can also result in a +2 synergy bonus from Bluff to Diplomacy.
Another strategy is to use Bluff to get your target to lower their guard, and then use Diplomacy to call a truce. This can be done by making a single request as a 1-round action at the interact DC for a hostile opponent +5. This will give you one minute to enable interacting for further uses of Diplomacy or Intimidate skills. However, it's important to note that a Diplomacy check to influence the attitude of a group takes one minute, so you may need to follow up with another Diplomacy or Intimidate check to end the combat.
Additionally, certain feats and abilities can enhance the effectiveness of Bluff and Diplomacy when used together. For example, the Thug Rogue archetype can upgrade the Greater Wild Empathy feat to Frightened, and the Seduction Inquisition for Inquisitors can make a target listen to you for one minute, even if they are hostile, giving you time to make a Diplomacy check. Spell Bluff can also be useful to gain an advantage over casters who try to counter you or fake you out with their spells.
By combining Bluff and Diplomacy skillfully, players can achieve their desired outcomes and navigate social interactions effectively in the Pathfinder game.
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Diplomacy in combat
Diplomacy is generally considered to be ineffective in combat situations. It is challenging to influence a creature's attitude in the middle of a fight, as it typically takes one minute of continuous interaction to do so. This is difficult to achieve when facing immediate harm or when the creature does not understand you or have an Intelligence of 3 or less.
However, there are some ways to incorporate diplomacy into combat scenarios. Firstly, diplomacy can be used to gather information about specific topics or individuals before a fight. This involves spending time canvassing people in local taverns, markets, and gathering places. Additionally, diplomacy can be used to negotiate conflicts by using proper etiquette and manners, although this may be more challenging in the heat of battle.
Another way to use diplomacy in combat is to influence a single enemy. While it is challenging to influence a group of enemies with diplomacy in the middle of a fight, it is possible to attempt to change the attitude of a single foe. This could involve gradually coaxing them into thinking a suggestion is their own idea, making them more likely to act on it.
Additionally, certain feats and skills can enhance diplomacy in combat. For example, the "`Call Truce` feat" can be useful for calling a truce with a group of enemies, and the "Change of Heart" feat can also be handy at times. The "Diplomacy Skill Unlock" and "Authoritative Vestments" can also be used to talk down enemies in combat.
Lastly, diplomacy can be incorporated into combat through role-playing. This involves running the game like a combat scenario without initiative, allowing players to take actions and make attack rolls while also incorporating diplomacy rolls and social interactions. This approach gives the GM more flexibility in playing with the results and adds a layer of depth to the gameplay.
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Diplomacy to influence a crowd
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.
When it comes to influencing a crowd, the crowd's attitude is similar to that of a non-player character's attitude when a character uses the Diplomacy skill. The success of influencing a crowd depends on the crowd's starting or current attitude. Each time something spectacular happens, there is an opportunity to parlay that success into a better crowd reaction, but missteps can also create contempt.
Crowds can be bribed or coerced, and the success of these attempts often involves paying an amount of gold based on the crowd's size and succeeding at a Diplomacy check. If the gold is paid but the Diplomacy check fails, a penalty is incurred for cheating, and the gold is still spent. However, if the check succeeds, the difficulty level to improve the crowd's reaction and gain victory points decreases.
To attract a small crowd of up to a dozen observers, a successful DC 20 Bluff, Diplomacy, Intimidate, or Perform check, along with appropriate political arguments, is required. Getting the attention of a larger group generally requires a result of 25 or 30, as determined by the GM.
Additionally, a street performer gains a bonus equal to half their level on Bluff, Disguise, Knowledge, Sleight of Hand, Diplomacy, or Intimidate checks made to influence crowds.
It is important to note that the use of Diplomacy in Pathfinder is a skill that may require GM discretion and interpretation, as there may not be clear rules for every situation.
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Frequently asked questions
Diplomacy is a skill in Pathfinder that can be used to persuade others to agree with your arguments, resolve differences, and gather information or rumours from people. It is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
You can change the initial attitude of a character by succeeding in a diplomacy 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 increases by one additional step.
Any attitude shift caused through diplomacy generally lasts for 1d4 hours but can last longer or shorter depending on the situation (GM discretion).
Yes, you can use diplomacy to influence a crowd by making performance combat checks. The DC of these checks depends on the crowd's starting or current attitude. Spectacular actions on the battlefield can improve crowd reaction, while missteps can create contempt. Crowds can also be bribed or coerced with gold.

























