| Jeon |
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I believe the antagonize feat allows diplomacy to perform some actions during combat. However, I don't think they would fit with a pacifist build.
AntagonizeWhether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10+ the target's Hit Dice + the target's Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
| VRMH |
The Street Performer's "Gladhanding" may fit the bill:
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.And ask your GM if they'll allow the Silver Tongued Alternate Racial Trait to work with it:
when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.
| Ciaran Barnes |
There was a way to make a rushed Diplomacy check at -10 as a standard action in 3rd/3.5 but that was not carried over to the PF system, and I can't say it was a bad decision. I will admit to using it once, although it was on an NPC who became an ally.
I remember it being used once by a player whose character was badly injured. The DM simply ruled that the two enemies he used it on didn't attack him that round.
| Toddpinil |
Along the same lines, I have a character with a class feature that allows him to alter attitudes during combat. (ok, this is really a 3.5 cloaked dancer question.)
Anyway...if the player succeeds, does he change the opponent's attitude IN GENERAL, or only towards him? I would say the latter, but I don't want to nerf an ability.
Thanks!
Buba Casanunda
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Try the spell "Peacemaker's Parley" from the "Dwarves of Golarian" splat book.
2nd level Cleric spell, Swift Action casting time, then make a Diplomacy check as a free action. (with a +2 bonus).
Spell description: "You can attempt to influence unfriendly or hostile creatures, altering their attitudes toward you. After casting, make a Diplomacy check against the creatures as a free action; you gain a +2 sacred bonus on this check against creatures that failed their saves against the spell. Even if you favorably manipulate the attitude of the affected targets, they quickly revert to their previous attitude if threatened or treated poorly."
| LordKailas |
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If you're a cleric (or some other class that channels energy) The channel foci item Authoritative Vestments lets you spend a channel to make a diplomacy check as a swift action. No save and it affects everyone within 60 feet of you.
Buba Casanunda
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If you're a cleric (or some other class that channels energy) The channel foci item Authoritative Vestments lets you spend a channel to make a diplomacy check as a swift action. No save and it affects everyone within 60 feet of you.
this is a good one, though you have to spend the channel normally (a standard action) to "charge" the 'Vestments' for the day, and it's only good for one Diplomacy check that day (I guess you could maybe carry more than one change of Vestments?). It does have the additional advantage of counting as a Holy Symbol for your faith...