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Hello, I search to create a character using Diplomacy or Wild empathy to stop a combat.

Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction. So, reduce the necessary time.

For the Diplomacy, there are also the barrier of the language.

0/Traits :

Quote:

Patient Optimist : As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer.

You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

or

Quote:

Ease of Faith : Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other

religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is [bu]always a class skill[/b] for you.

1/Races :

Aasimar
Quote:

* +2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.

* Darkvision: Aasimars can see in the dark up to 60 feet.
* Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
* Spell-Like Ability: Aasimars can use daylight 1/day as a spell-like ability (caster level equals the aasimar's class level).
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus

languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Half-Elf

Quote:

* +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

* Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Half-elves have a base speed of 30 feet.
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
* Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
* Elf Blood: Half-elves count as both elves and humans for any effect related to race.
* Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
* Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either
one of those classes.
* Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Quote:
Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.

Gnome

Quote:

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial Traits.

Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

2/A question about the following feat :

Quote:

Racial Heritage

The blood of a non-human ancestor f lows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Is it possible to take the trait sociable or gift ot tongues with this feat ?

3/Feats :
Persuasive : +2 bonus on Diplomacy and Intimidate checks.

Skill Focus : +3 bonus on one skill (+6 at 10 ranks).

Religious Pilgrim (Knowledge (geography) 1 rank, Knowledge (religion) 1 rank) : Bonus to Will, Diplomacy, and Survival, along with a discount on religious items.

Veiled Vileness (Half-orc) : +1 bonus to Diplomacy and Intimidate checks and Will saves.

Fey Foundling (Irrisen affinity) : Gain DR 1/cold iron, +2 on wild empathy, and a small weakness to cold iron weapons.

Ooze Whisperer (Wild empathy class feature) : Use animal-only spells/abilities on oozes, target oozes with wild empathy.

4/Classes :
Ranger
Archetype Beastmaster ?

Quote:
The Ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal Ranger, a beast master’s choice of animal companion is not limited to a subset of all possibile animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

Don't a ranger access to an animal companion from the Bestiary, for example ?

Are there a mean to obtain that the Ranger’s effective druid level for his animal companions is now equal to his Ranger level before 12th level ?

Druid
Archetype Cave Druid ?

Ranger 3/Druid 3 ? or only a class ?

5/Prestige Class :
Nature Warden

Quote:

Natural Empathy (Ex): For the purpose of the wild empathy ability, a nature warden’s class level stacks with levels in all classes with the wild empathy ability. [u]When in her favored terrain, a nature warden adds her favored terrain bonus to wild empathy checks.[/u] She may also choose to use wild empathy to demoralize an animal or magical beast rather than improving its attitude, as if using Intimidate rather than Diplomacy.

At 4th level, a nature warden no longer suffers a penalty when using wild empathy to inf luence or demoralize magical beasts. At 7th level, she may use wild empathy to affect vermin (whether mindless
or with Intelligence 1 or 2)
. At 10th level, she may use it to affect plant creatures (whether mindless or with Intelligence 1 or 2).

Plant Speech (Sp): At 7th level, a nature warden can cast speak with plants at will when in her favored terrain.
Outside her favored terrain, she can use speak with plants once per day as a spell-like ability. Her caster level is equal to her class level.

Thanks for your future answer.


Quote:
Is it possible to take the trait sociable or gift ot tongues with this feat ?

No, you cannot take racial traits with the Racial Heritage feat.

Quote:
Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction. So, reduce the necessary time.

No, you cannot (and for the sake of balance should not) change the attitude of hostile enemies in a round using diplomacy in a combat situation.

...

That said, there is a solution, if you play a bard: the fascinate ability allows you to keep people still enough not to fight for long enough to make the diplomacy attempts (after a minute of continuous diplomacy while the creatures are fascinated). You need to obviously keep up the fascinate (so 10 rounds of perform minimum) - but you can use those rounds to do other things too like diplomacy.

Note that you cannot fascinate creatures that are already fighting - but if you can start fascinating just before actual combat happens, then you can buy the time necessary to try to make people see eye-to-eye, rather than an eye-for-an-eye.


There are a Calm emotions spell but only the bard, cleric or have the domain permit to cast it.

There are the calm animals spell.

But the ooze whisperer permits to affect the ooze with the spell.

Magical beast, vermin, plant ?


Bluff.

Lie your ever loving butt off. It can be done in as little as one round (skill specifically states that it can take longer, as per DM ruling).
Make them like you based on a lie "I'm your long lost brother!" and then weasel your way into their good graces with diplomacy after that.

keeping in mind- if they ever do figure out the lie is a lie, they'll probably drop more levels on the "influence chart" than you can diplomatically get your way out of :)

In the short term though it can be far more effective, especially if your true motivation is just to get away. ( rather than to actually make them your friend).

-S


Bluff isn't possible for a wild empathy, no ?

So, a Bluff check to stop a fight ? and then a diplomacy check ?

And with a sanctuary spell, is it possible to use a diplomacy check in a figgt ?


Lorekeeper has the right of it, if you want a diplomat, take a bard with a focus in Perform (oratory) and use the fascinate ability before the fight kicks off to buy enough time to use Bluff, Diplomacy and Intimidate to bring them around before the fighting starts.

Be warned, though, that your own party might back fire this on you by using the time to attack them. This will make you look very bad ...


There's also the sanctuary spell. Could give you time to talk.


Quote:

Learn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.

* Abyssal (demons and other chaotic evil outsiders)
* Aklo (derros, inhuman or otherworldly monsters, evil fey)
* Aquan (aquatic creatures, water-based creatures)
* Auran (flying creatures, air-based creatures)
* Celestial (angels and other good outsiders)
* Common (humans and the core races from Races)
* Draconic (dragons, reptilian humanoids)
* Druidic (druids only)
* Dwarven (dwarves)
* Elven (elves, half-elves)
* Giant (cyclopses, ettins, giants, ogres, trolls)
* Gnome (gnomes)
* Goblin (bugbears, goblins, hobgoblins)
* Gnoll (gnolls)
* Halfling (halflings)
* Ignan (fire-based creatures)
* Infernal (devils and other lawful evil outsiders)
* Orc (orcs, half-orcs)
* Sylvan (centaurs, fey creatures, plant creatures, unicorns)
* Terran (earth-based creatures)
* Undercommon (drow, duergar, morlocks, svirfneblin)

A character must know all the languages or have a tongues spell.

The bard and Inquisitor have the spell at the 2th level


Quote:

uote:

Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction. So, reduce the necessary time.

No, you cannot (and for the sake of balance should not) change the attitude of hostile enemies in a round using diplomacy in a combat situation.

In Ultimate Magic, there are the feats :

Fast Empathy (Handle Animal 5 ranks, wild empathy class feature) : Use wild empathy as a standard action

Greater Wild Empathy (Knowledge (nature) 5 ranks, wild empathy class feature) : Use wild empathy to intimidate and expand the creatures it can affect : elementals, fey, lycanthropes, plants, or vermin, gain a +2 insight bonus on wild empathy checks
may select this feat more than once. Each time, you may choose an additional creature type to influence.


There are the alternate class feature for the bard : archetype street performer.

Quote:
Gladhanding: A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.

Is it possible to use a Bluff check for the first round of the encounter and then attempt a diplomacy check after 1 mn ?


For the problem of the language, there are this spell :

Quote:

Share Language

School divination; Level bard 1, cleric 2, druid 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (a page from a dictionary)

Range touch

Target creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know.

So at the creation, a bard 1st level with the street performer archetype can use Bluff with the gladhanding, and then use the share language spell on the creature, and last use a diplomacy check for 1 minute.

The character can only affect a creature at once at 1st level and this don't affect animal, plant, vermin, ooze and creature with an intelligence 3 or less.

Is it possible to improve the intelligence of a creature ?

The Exchange

I think the INT 3 or less thing is just a way of ensuring that you can communicate with them as most creatures with that low of INT don't have a language. I would go after something like the monk's Tongue of the Sun and Moon.

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