| Speaker for the Dead |
Wild empathy works like diplomacy but isn't an actual skill.
The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result
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It's more like a caster level check and as such I don't think the favored class bonus would work with RAW.
You could certainly house rule that it works. It doesn't seem like a big enough bonus to break anything.
Simon Flevill
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Wild Empathy (Ex) : A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
The way I interpret the ability is the bonus would stack, as it functions 'just as' a diplomacy check. Interpretations may vary though.
| Quandary |
I hit FAQ because I have been unclear over the broader issue for awhile.
"It functions just like a Diplomacy check" vs spelling out 1d20+level+CHA.
I don't know if any/all bonuses to Diplomacy shouldn't apply to Wild Empathy, Class Skill Bonus, Ranks, Skill Focus, etc., if the +Druid Level is a bonus to all that, or a distinct thing, or if they may overlap but +DruidLevel is in lieu of Ranks, etc.
IMHO, the Fav Class bonus would make much sense to also apply to Wild Empathy regardless of the broader issue, but per RAW it doesn't unless Wild Empathy is supposed to effectively be a Diplomacy check.
Simon Flevill
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In some ways the 3.5 system for having wild empathy for a skill was a lot clearer (though eating up skill points for a class feature was hard). You have a feat like 'skill focus - wild empathy' that stacks with your ranks. In pathfinder using the term diplomacy as the skill to interact with animals, for those with the class feature wild empathy, would be fine if it wasn't for the fact diplomacy in the 'I can mediate, talk with people and gather information', doesn't fit with my idea of the wilderness loving Druid. Personally any additions to diplomacy from class bonus etc, should not add to wild empathy checks, though something written specifically for the Druid, giving them bonuses to use diplomacy to communicate with animals should.
Using my not-so-smartphone for typing this has been quite a nightmare!
R2D2TS
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If it does not work, then how else does one use diplomacy on animals? Most will have an intelligence of 3 or less which prevents diplomacy from being used. Intimidate does not have that restriction.(Unless there is some ruling I have overlooked.) Even if you use diplomacy on animals with sufficient intelligence you would probably be better off with using Wild Empathy.
Intimidate and Diplomacy are quoted below from the PRD for reference.
Intimidate (Cha)
You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.
Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Action: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.
Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
If you have the Persuasive feat, you get a bonus on Intimidate checks (see Feats).
A half-orc gets a +2 bonus on Intimidate checks.
Diplomacy (Cha)
You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
Check: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).
Starting Attitude Diplomacy DC
Hostile 25 + creature's Cha modifier
Unfriendly 20 + creature's Cha modifier
Indifferent 15 + creature's Cha modifier
Friendly 10 + creature's Cha modifier
Helpful 0 + creature's Cha modifierIf a creature's attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature's current attitude to determine the base DC, with one of the following modifiers. Once a creature's attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion.
Request Diplomacy DC Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal an important secret +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per requestGather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.
Action: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.
Try Again: You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.
Special: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Feats).