General Skills
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Diplomacy (Cha)

Source Core Rulebook pg. 246 3.0
You influence others through negotiation and flattery.

Changing Attitudes

Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed on the Conditions page and are summarized here.
  • Helpful: Willing to help you and responds favorably to your requests.
  • Friendly: Has a good attitude toward you, but won't necessarily stick their neck out to help you.
  • Indifferent: Doesn't care about you either way. (Most NPCs start out indifferent.)
  • Unfriendly: Dislikes you and doesn't want to help you.
  • Hostile: Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
Item Bonuses for Diplomacy - Common Items
ItemBonusLevelCategoryConsumable?Note
Harrow Mat+10Adventuring GearNoDiplomacy to convince a creature that a harrow reading was accurate.
Glasses of Sociability+13Other Worn ItemsNo
Clothing (High-Fashion Fine)+13Adventuring GearNochecks to Make an Impression
Cloak of Repute+14Other Worn ItemsNoDiplomacy checks to Make an Impression
Diplomat's Badge+15Other Worn ItemsNo
Lover's Gloves+18Other Worn ItemsNo
Silvertongue Mutagen (Lesser)+11Alchemical ElixirsYes
Messenger's Ring+29Other Worn ItemsNo
Cloak of Repute (Greater)+29Other Worn ItemsNoDiplomacy checks to Make an Impression
Breastplate of Command+210Specific Magic ArmorNo
Celestial Armor+213Specific Magic ArmorNoDiplomacy checks against all creatures except fiends
Circlet of Persuasion+217Apex ItemsNo
Mask of Allure+218Apex ItemsNo
Silvertongue Mutagen (Moderate)+23Alchemical ElixirsYes
Elven Absinthe+25DrugsYes
Cloak of Repute (Major)+317Other Worn ItemsNoDiplomacy checks to Make an Impression
Messenger's Ring (Greater)+317Other Worn ItemsNo
Breastplate of Command (Greater)+318Specific Magic ArmorNo
Silvertongue Mutagen (Greater)+311Alchemical ElixirsYes
Silvertongue Mutagen (Major)+417Alchemical ElixirsYes
Item Bonuses for Diplomacy - Uncommon/Rare/Unique Items
ItemBonusLevelCategoryConsumable?Note
Experimental Clothing+12Adventuring GearNoAt the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to Make An Impression, depending on the target's fashion sense.
Parade Armor+12AdjustmentsNoDiplomacy checks against creatures of the same affiliation as your parade armor
Knight's Tabard+13Adventuring GearNoDiplomacy checks to Make an Impression on creatures who have a positive association with the entity represented on the tabard.
Presentable+13Accessory RunesNoMake an Impression on those who would be impressed by a particular presentable outfit while wearing this garment
Bort's Blessing+15Other Worn ItemsNoDiplomacy checks to Make an Impression
Crown of the Companion+16Other Worn ItemsNo
Writ of Authenticity+22Adventuring GearNoMake a Request for the associated business
Merchant's Guile+25Other Worn ItemsNoDiplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade
Stole of Civility+29Other Worn ItemsNoDiplomacy checks to Make and Impression with humans or Make a Request of humans
Presentable (Greater)+210Accessory RunesNoMake an Impression on those who would be impressed by a particular presentable outfit while wearing this garment
Dragon Rune Bracelet+211Other Worn ItemsNoDiplomacy checks while interacting with dragons of the same kind as the pendant's scale
Nosoi Charm+212Held ItemsNoDiplomacy checks to make Requests
Splendid Floodlight+212Held ItemsNoCharisma-based skill checks while within the red light
Aeon Stone (Amber Sphere)+216Other Worn ItemsNoMake an Impression or Request that involves your strength or vigor (living creature only)
Djezet Shield+20Precious Material ShieldsYesDiplomacy checks made in a specific language
Cape of the Open Sky+318Other Worn ItemsNochecks to Make an Impression
Nosoi Charm (Greater)+318Held ItemsNoDiplomacy checks to make Requests

Related Feats

To see a list of Feats related to Diplomacy, click here.

Diplomacy Untrained Actions

Gather Information

Exploration Secret 
Source Core Rulebook pg. 246 3.0
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

Success You collect information about the individual or topic. The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.

Sample Gather Information Tasks

Untrained talk of the town
Trained common rumor
Expert obscure rumor, poorly guarded secret
Master well-guarded or esoteric information
Legendary information known only to an incredibly select few, or only to extraordinary beings

Make an Impression

Auditory Concentrate Exploration Linguistic Mental 
Source Core Rulebook pg. 246 3.0
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.

Critical Success The target’s attitude toward you improves by two steps.
Success The target’s attitude toward you improves by one step.
Critical Failure The target’s attitude toward you decreases by one step.

Request

Auditory Concentrate Linguistic Mental 
Source Core Rulebook pg. 247 3.0
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.

Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.