Convincing the gods?! Max Diplomacy build


Advice


Hello there.

So this is not meant to be an OP build for combat, but for social interactions.
The char is meant to solve (almost) everything by using Diplomacy to Make an Impression followed by a Request. I scoured the texts I have for ways to maximize bonus and benefits and I call upon you, my fellow min/maxers for advice (and validation?): The idea is to gather all bonus (item, status, circumstance) and having a chance of conving the gods.

"How high would it take?"
Depends. If you're trying to convince Gorum, the god of WAR, to stop an epic battle that he's winning with a conversation, it would be DC 60: Level 25 (50) + Adjustement Incredibly Hard (10). As far as I know we don't have the gods level, so I just went with the maximum in the book (25). Again, it depends, convincing Calistriat, the goddes of LUST, to have a "good time" would have a different adjustement (maybe even Easy (-2)).

We can use any ancestry/class/mechanic, but we must remember same type bonus do not stack.

Bonus I found:
Ancestries:
Truespeech (Angelkin) - +1 status to Diplomacy (LOAG /11)
Courteous Comeback (Keleshite Human) - Reroll critical fails in Diplomacy (LOCG /11)

Best Items:
Major Cloak of Repute (LOCG /72)
21,750 gp = +3 item bonus to Make an Impression
3/day when I success at Request, it turns into Critical Success
If I crit fail when I use this power, I just fail instead.

Mask of Allure (SoM /186) 24,000 gp
+2 item bonus to Deception and Diplomacy (any, not just Make an Impression like the Cloak)
Increase Cha by 2 and once per day gain +4 status to one of the skills

NOTE: I understand the item bonus from these two items wouldn't stack, therefore the cloak would be better, but the +4 status is the highest status bonus I could find, for that one attempt that MUST succeed.

Consumable
Matchmaker Fulu (SoM /160) - +2 status to Diplomacy, if crit fail, just fail instead

Magical Terrain: Occult - +1 circumstance to Diplomacy if casted an occult spell

Class Archetype: Wellspring Mage
Strike up the Band: For 1 min +2 status to Diplomacy

Familiar Ability: Ambassador (LOGB /35) - use Aid when I Make an Impression and auto-crit succeed (this could theorically, and please, correct me if I'm wrong, grant +4 circumstance to Diplomacy if both me and my familiar are masters in Diplomacy, right?)

True Name = +2 circumstance to Deception and Diplomacy if you know their True Name.

===============

This brings me to a Human (Keleshite) for Courteous Comeback.
Class: ??? (you tell me, any that max cha is good, but which one would be ideal?)
Charisma 18 +4 (levels) +2 (the mask of allure) = 24 (+7)
Level 20 with Legendary Diplomacy: Proficiency: 28

Make an Impression
GET A FAMILIAR WITH AMBASSADOR: My understanding is that my familiar has my level as skill check and uses my level proficiency (legendary) and auto-cri, so +4 circumstance.

Item: Major Cloak of Repute (LOCG /72) = +3 item

Consumable: Matchmaker Fulu (SoM /160) - +2 status to Diplomacy
OR IF YOU USE THE MAKE ONCE PER DAY POWER: +4 status to Diplomacy

Final Make an Impression bonus: 7+28+4+3+2 = 44 (or 46 if you used the once per day power from the mask). So if you roll really high you could convince Gorum to stop and listen to your request, congratulations, let's hope your Request is high as well.

Request
Unlike Make an Impression, we lack stuff to give us specific bonus. Ambassador familiar does not help and the max item bonus is +2 (that I could find).

Item: Mask of Allure = +2 item

Consumable: Matchmaker Fulu (SoM /160) - +2 status to Diplomacy
OR IF YOU USE THE MAKE ONCE PER DAY POWER: +4 status to Diplomacy

Circumstance: True Name is VERY hard to find, even more of a DEITY. If you do get it, you gain a +2 circumstance bonus to it, otherwise you'd have to cast an occult spell in an occult spell magic terrain, which does not often make a proper battlefield. So I'll say you spent all the time from lvl 1 to 20 to find out the deities true names = +2 circumstance

Final Request: 7+28+2+2+2 = 41 (or 43 if you used the daily power from the mask).
============

Conclusion
You can reach 60 in both Make an Impression and Request. I'd save the daily power of the Mask of Allure for Request and end up with:
Make an Impression d20+44 = you need to roll 16 or higher;
Request d20+43 = you need to roll 17 or higher.

Do you have ways to make it more likely to succeed?


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+20 level
+7 ( charisma)
+8 ( legendary)
+4 ( fulu ) status bonus
+4 ( aid) Circumstance bonus
+4 ( silvertongue) item bonus

+47

Unless there's an untyped bonus I missed, all other bonuses are covered.

There can be a malus on the target though ( a curse, bon mot, stupified, etc... ).

I'd also consider getting shift blame as spell.


I hope you don't expect "to solve (almost) everything by using Diplomacy to Make an Impression followed by a Request." You can't even use this in combat until 15th level, and that feat has caveats in its language.

My favorite example against this sort of tactic was a lich in Eberron who, because they're unspeakably evil, was willing to kill friends to maintain the secrecy of his schemes/lair/etc. So becoming his friend meant little. If you did land the maximum result, he'd offer to change you into undead to join him, and he'd kill you if you refused (and who knows, maybe bring you back as an NPC because he does like you).

Also note the best you can do is improve the target's attitude by two, which won't get Hostile creatures into the Friendly/Helpful range required to Make a Request. While not all enemies will be fully Hostile, most will be, and then there's the issue of multiple foes.

Maxing out Diplomacy does fill a key role, just don't bank on it solving almost all one's issues. I don't think it'd be worth the consumables, unless one has an Alchemist in the party that is.

---
Shameless Request does lower the DC of Request by two.

Legendary Negotiator is necessary as Glad-Hand requires a casual or social situation (and it's unlikely any gods will consider PCs as legitimate participants in their social affairs even if they gain entry). LN has a -5 penalty vs. a very hard DC, and would likely occur after the deity has done...something? And even then the feat explicitly says "Some creatures might simply refuse,..." and parlaying might take place too.

This is assuming some sort of impromptu non-Hostile meeting. If baked into the adventure, I'd think the results would often be delineated (though likely at an easier DC too).


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Pathfinder Rulebook Subscriber

The familiar critical aid success is probably only +2 as the familiar is itself not a master of the skill.

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