...What is "focused trance"? Is that a spell? Revelation? Something else? I searched the phrase in the PRD and didn't come up with anything.
EDIT: Wait, found it. Something's funky in the search results, but I got there. So it's a thing where you have to meditate for 1d6 rounds, then when you come out of it you can immediately make an INT-based skill check with a +20 bonus.
Okay, so I see how you got the number. You've got some other complications to deal with, though:
First, there's the rule (from the Diplomacy skill description) that Diplomacy auto-fails against anyone who intends to do you harm. Do you have a special ability that overrides that rule?
Generally ineffective =/= auto-fail, but point taken. More of a post-combat surrender issue than mid-combat stop, but auto-hostile encounters weren't supposed to be bypassed with this character.
Second, Focused Trance requires that you make the INT-based check immediately upon coming out of your 1d6-rounds-long trance. It takes 1+ rounds to use the "make a request" function of Diplomacy, it takes 1+ minutes for an attitude shift, and 1d4 hours to gather information. Do you have an ability that reduces one or more of these functions to something you could do in a single turn, or are you confident your GMs will agree that these spans of time can still count as happening when you come out of your trance as long as it's the first thing you do? Assuming an affirmative answer to that, you still have to initiate these actions as soon as your trance is done. That means you have to encounter somebody, decide Diplomacy would be useful, then say "Hang on a sec" and expect them to wait 1d6 rounds while you meditate before you start talking to them. That seems like an obstacle to your plans; do you have some way around that?
Your numbers may be legit, but I have doubts about your ability to use them in the manner you suggest.
The biggest obstacle is that you block out visual and auditory stimuli for the duration of the trance. That said, the intent with the build is to utilize the request action when you're reasonably sure that you're headed into a social interaction. If you can swing the attitude shift past the GM (likely because they agree that the 1 minute of interaction is with the party rather than just with you, or that they agree that neither the revelation nor Diplomacy specify exactly when the roll takes place), then you hit the sweet score of the build and can do all the ridiculous Diplomacy things you want.
Side note regarding the timing of the check: while attitude adjustments take a minute, there does not appear to be a reference to when within that minute the roll must be made. Most GMs seem to default to the end of the action period, but that's not intuitive once you consider the flow of the action. To borrow from another skill, you'd seem to make the Acrobatics check before you reach the edge of the pit, not when you land. Similarly, making the Diplomacy check at the beginning of the 1 minute interaction lets you see (assuming failure) that trainwreck coming out of character but being helpless to fix it in character. Basically, in either case, it's too late to put the brakes on once you roll.
If you prefer to use it with Bluff on the assumption that you must make the check in the round the trance finishes and the action must finish within that round, you can get there with just a trait instead of 2 feats and a specific deity. That said, I won't play it because of its potential for table disruption.