Check: A character can change others' attitudes with a successful check (see the table below). In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. Diplomacy can be used to influence a GM character's attitude. The GM chooses the character's initial attitude based on circumstances. Most of the time, the people the heroes meet are indifferent toward them, but a specific situation may call for a different initial attitude. The DCs given in the accompanying table show what it takes to change someone's attitude with the use of the Diplomacy skill. The character doesn't declare a specific outcome he or she is trying for; instead, make the check and compare the result to the table below.

AttitudeMeansPossible Actions
HostileWill take risks to hurt or avoid youAttack, interfere, berate, flee
UnfriendlyWishes you illMislead, gossip, avoid, watch suspiciously, insult
IndifferentDoesn't much careAct as socially expected
FriendlyWishes you wellChat, advise, offer limited help, advocate
HelpfulWill take risks to help youProtect, back up, heal, aid


Initial-------- New Attitude --------
Hostile19 or less20253545
Unfriendly4 or less5152535
Indifferent-0 or less11525
Friendly--0 or less115

Bribery and Diplomacy: Offering money or another form of favor can, in the right situation, improve a character's chances with a Diplomacy skill check. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering.

An illegal act, bribery requires two willing participants-one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then a hero's Diplomacy check automatically fails if a bribe isn't attached to it. If a bribe isn't required, a hero can add a bribe to get a bonus on his or her skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report the hero to the proper authorities.

To make a bribe, you must make a Wealth check against a DC set by your GM. Several typical DCs are given on Table 4-13 in the Services section. If you succeed in the check, you gain a +5 bonus on your Diplomacy check when making the bribe. For every point by which you beat the Wealth check DC, the bonus increases by +1, to a maximum bonus of +10. You may take 10 on the Wealth check, but you cannot take 20.

Bribe TargetPurchase DC
Police officer10

Try Again: Generally, trying again doesn't work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his or her position, and trying again is futile.

Special: A character can take 10 when making a Diplomacy check, but can't take 20. A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks.

Time: Diplomacy is at least a full-round action. The GM may determine that some negotiations require a longer period of time.