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Diplomacy

Charisma

Diplomacy represents one’s ability to be polite and truthful. Like Deception, it is more frequently rolled during social encounters but only when a check is needed to change others’ opinions or to learn knowledge not willingly or easily gained.


Learn Information                                                

  • Dependent
  • Proficient Only: Yes, but can attempt Untrained

You can use Diplomacy to gather information from others by asking among the local population. This is often most successful in high density areas such as towns or cities and the duration is dependent on the successfulness of the check. For example, a highly successful roll and thoughtful role play might only take your character thirty minutes to procure accurate information, while a low roll or poorly asked questions might take hours, turn up no or false information, or catch the attention of foes. The outcome depends on the situation, story, and GM discretion.

A starting DC is often 20. If you are in an area known to you or with others who know you, the DC can decrease to as low as 10 or be eliminated completely. If you are acting count to customs or seeking secret or uncomfortable information, the


Social Interaction

  • Single Action
  • Proficient Only: No

Diplomacy can be used while talking with a person in a truthful and polite way. Most character’s social interactions do not require any skill checks except when you are trying to improve someone’s attitude about a person, including yourself, a place, or an idea. This check is against your opponent’s Passive Insight and the DC might increase if your interaction is less than friendly, a request is too much, or they are otherwise suspicious of you. If the check is successful, it improves the attitude of the other creature towards you along the following scale.

Hostile <–> Unfriendly <–> Indifferent <–> Friendly <–> Helpful