General Skills
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Diplomacy (Cha)

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

Diplomacy Untrained Actions

Gather Information

Secret
Source Core Rulebook pg. 246
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

AuditoryConcentrateExplorationLinguisticMental
Source Core Rulebook pg. 246
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 Single Action

AuditoryConcentrateLinguisticMental
Source Core Rulebook pg. 247
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.