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There is a Legacy version here.

Diplomacy (Cha)

Source Player Core pg. 239 2.0
You influence others through negotiation and flattery, or find out information through friendly chats.
Item Bonsues for Common items
Ability/SkillItemBonusLevelCategoryConsumable?Note
DiplomacyHarrow Mat+10Adventuring GearNoDiplomacy to convince a creature that a harrow reading was accurate.
DiplomacyVarisian Emblem+10TattoosNoDiplomacy checks you make when speaking Varisian
DiplomacyFlask of Fellowship+12Held ItemsNoAs part of a check to Make an Impression
DiplomacyClothing (High-Fashion Fine)+13Adventuring GearNoChecks to Make an Impression
DiplomacyGlasses of Sociability+13Other Worn ItemsNo
DiplomacyUnbreakable Heart+13TattoosNo
DiplomacyCloak of Repute+14Other Worn ItemsNoDiplomacy checks to Make an Impression
DiplomacyEntertainer's Lute+14CodaNowhile playing the lute
DiplomacyBrazier of Harmony+15CenserNo
DiplomacyDiplomat's Badge+15Other Worn ItemsNo
DiplomacyDruid's Crown+16Other Worn ItemsNo
DiplomacyEntertainer's Lute (Greater)+18CodaNowhile playing the lute
DiplomacyLover's Gloves+18Other Worn ItemsNo
DiplomacySilvertongue Mutagen (Lesser)+11Alchemical ElixirsYes
DiplomacyDiplomat's Charcuterie+13Alchemical FoodYesDiplomacy checks to Make an Impression
DiplomacySprite Apple (Chartreuse)+15Alchemical FoodYesDiplomacy checks attempted against animals or plants
DiplomacyCloak of Repute (Greater)+29Other Worn ItemsNoDiplomacy checks to Make an Impression
DiplomacyMessenger's Ring+29Other Worn ItemsNo
DiplomacyBreastplate of Command+210Specific Magic ArmorNo
DiplomacyDragon Rune Bracelet+211Other Worn ItemsNoDiplomacy checks while interacting with dragons of the same type
DiplomacyEntertainer's Lute (Major)+212CodaNowhile playing the lute
DiplomacyCelestial Armor+213Specific Magic ArmorNoDiplomacy checks against all creatures except fiends
DiplomacyRhyton of the Radiant Ifrit+214Held ItemsNoItem activation, against a specific creature, lasts 1 hour
DiplomacyTroubadour's Cap+217Other Worn ItemsNo
DiplomacyNecklace of Allure+217Other Worn ItemsNo
DiplomacyMask of Allure+218Other Worn ItemsNo
DiplomacySilvertongue Mutagen (Moderate)+23Alchemical ElixirsYes
DiplomacyElven Absinthe+25DrugsYes
DiplomacyCloak of Repute (Major)+317Other Worn ItemsNoDiplomacy checks to Make an Impression
DiplomacyMessenger's Ring (Greater)+317Other Worn ItemsNo
DiplomacyBreastplate of Command (Greater)+318Specific Magic ArmorNo
DiplomacySilvertongue Mutagen (Greater)+311Alchemical ElixirsYes
DiplomacySilvertongue Mutagen (Major)+417Alchemical ElixirsYes
Item Bonsues for Uncommon/Rare/Unique items
Ability/SkillItemBonusLevelCategoryConsumable?Note
DiplomacySpider Lily TattooVaries3TattoosNoDiplomacy checks to Make an Impression on those who understand the actual meaning of the spider lily tattoo
DiplomacyExperimental 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.
DiplomacyParade Armor+12AdjustmentsNoDiplomacy checks against creatures of the same affiliation as your parade armor
DiplomacyPresentable+13Accessory RunesNoMake an Impression on those who would be impressed by a particular presentable outfit while wearing this garment
DiplomacyKnight's Tabard+13Adventuring GearNoDiplomacy checks to Make an Impression on creatures who have a positive association with the entity represented on the tabard.
DiplomacyHongrui's Gratitude+13Other Worn ItemsNoItem activation
DiplomacyCovenant Tea+13TeaNo
DiplomacyPipes of Compulsion+14CodaNowhile playing the pipes
DiplomacyBort's Blessing+15Other Worn ItemsNoDiplomacy checks to Make an Impression
DiplomacyCrown of the Companion+16Other Worn ItemsNo
DiplomacyCrown of the Companion+16Other Worn ItemsNo
DiplomacyTrollhound Vest+16Specific Magic ArmorNoDiplomacy checks to Make an Impression in communities plagued by trolls
DiplomacyHairpin of Blooming Flowers+17Held ItemsNo
DiplomacyPipes of Compulsion (Greater)+18CodaNowhile playing the pipes
DiplomacyWrit of Authenticity+22Adventuring GearNoMake a Request for the associated business
DiplomacyMerchant's Guile+25Other Worn ItemsNoDiplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade
DiplomacyStole of Civility+29Other Worn ItemsNoDiplomacy checks to Make and Impression with humans or Make a Request of humans
DiplomacyPresentable (Greater)+210Accessory RunesNoMake an Impression on those who would be impressed by a particular presentable outfit while wearing this garment
DiplomacyDragon Rune Bracelet+211Other Worn ItemsNoDiplomacy checks while interacting with dragons of the same kind as the pendant's scale
DiplomacyNosoi Charm+212Held ItemsNoDiplomacy checks to make Requests
DiplomacySplendid Floodlight+212Held ItemsNoCharisma-based skill checks while within the red light
DiplomacyBastion of the Inheritor+212Specific Magic ArmorNoDiplomacy checks to Make an Impression
DiplomacyPipes of Compulsion (Major)+212CodaNowhile playing the pipes
DiplomacyAeon Stone (Amber Sphere)+216Other Worn ItemsNoMake an Impression or Request that involves your strength or vigor (living creature only)
DiplomacyThe Marriage+220The Deck of DestinyNochecks made to Request (+3 at 17th level).
DiplomacyThe Courtesan+220The Deck of DestinyNoDiplomacy checks to Make an Impression (+3 at 17th level).
DiplomacyThe Trader+220The Deck of DestinyNoDiplomacy checks to Gather Information (+3 at 17th level).
DiplomacyServer's Stew+27Other ConsumablesYesDiplomacy checks made in a specific language
DiplomacyCape of the Open Sky+318Other Worn ItemsNoChecks to Make an Impression
DiplomacyNosoi 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 Player Core pg. 239 2.0
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 Player Core pg. 239 2.0
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. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions.

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.

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 in the Conditions Appendix 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.

Request [one-action]

Auditory Concentrate Linguistic Mental 
Source Player Core pg. 239 2.0
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.