| K177Y C47 |
So... the Diplomancer. The guy who is almost as good as spell casters without ever having to cast a spell. I see this term used a lot, but I never really see much in the way of builds, or even classes. So, I was curious, what classes/builds would you say make the best Diplomancer? The only one's I really know of is a Bard or Sorc, but I've heard other classes can do well as well. Also, feat wise I am completely lost on this guy xD.
So, in other words, what would say would make the best Diplomancer? Sometimes I wish there was a guide to this xD.
| Ciaran Barnes |
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Anyone with a good Charisma and Diplomacy as a class skill can do it. You can augment with feats, magic items, and miscellaneous bonuses. I played a character years ago who had an over the top Diplomacy, but nowhere near the highest it could possibly go. I got to use it for serious results three times over the course of a 5 level campaign. I was lucky that my GM got a real kick out of it. But then again, I didn't over use the skill. One of those timeswas a "rushed" diplomacy to flirt with a female NPC in the middle of combat.
Ashak-Kenoth
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Diplomacy is also invaluable to liven up the evening. And the night. And sometimes the morning.
Responsibly of course. That's why it should be used in tandem with a keen eye and ear for sensing motives. Two halves of a whole, there. Knowing what someone feels and needs helps you sway them towards just that...or away from what they may not need. And a skillful tongue is needed at times to dig deeper towards the truth of what those needs truly are.
| voideternal |
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I'll raise the street performer bard for gladhanding.
I can't really find another way to improve the 1-minute action of improving the enemy's attitude.
Action: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction.
| Kobold Catgirl |
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No, leaping off a cliff to tackle a dragon is Rule of Cool. Crashing your airship into a castle to kill the Big Bad right when the minister is saying "Speak now or forever hold your peace" while leaving the bride (your true love) unharmed is Rule of Cool.
Diplomacy is Rule of, Eh, In That Case Nevermind. It's the Breaking Dawn Final Battle skill. It's the Coolness Preventer. ;D
Diplomacy can get pretty annoying at higher levels, where it allows you to seduce basically anything if you're given a minute to chat. GMs should always feel free to say, "Sorry, that's not gonna cut it." Diplomacy isn't meant to be the end-all solution.
"Men who kill for no reason cannot be reasoned with."
DM Beckett
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No, it's a way to remind you that Diplomacy requires you to talk to people for a whole minute before you can even roll, and that doesn't happen if you say "Hi", and they start swinging. :)
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.
Cao Phen
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Before there is a back and forth on this, let me put the whole thing of Diplomacy here (excluding DC tables):
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).
If 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.
Gather 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 Chapter 5).
Areas bolded is where DM Beckett and I are referring our sources. DM Beckett is looking at the action taken (third bolded), while I am emphasizing the options before the action (first bolded).
The second bolded text states that it is still up to the DM discresion to take any action after the check is made and a request from a PC is given.
So there it is, and I will toss it out for discussion, I guess. =)
| strayshift |
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Said this on other threads:
Human, Court Bard.
Silver Tongued Racial trait (move attitudes 3 steps), Focussed study (Diplomacy) and the Deal Maker and Patient Optimist traits.
Develop Persuasive and Voice of the Sybil as well as bonuses from class and Bard Spells and you are laughing. Get Eldritch Heritage Arcane for a Thrush Familiar and there's probably loads of magic items too.
Jurassic Bard
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Yeah, the bard class is what you would think of when you talk about diplomacy. But any class that has diplomacy as a class skill (and if you you have have ranks in it) can be used to be a 'diplomancer' along with any traits and feats you possess.
Player wise, the 'diplomancer' should be the party member who prefers to talk rather than fight (so not really anyone who plays a fighter, barbarian or those who like to get into the action).
LazarX
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So... the Diplomancer. The guy who is almost as good as spell casters without ever having to cast a spell. I see this term used a lot, but I never really see much in the way of builds, or even classes. So, I was curious, what classes/builds would you say make the best Diplomancer? The only one's I really know of is a Bard or Sorc, but I've heard other classes can do well as well. Also, feat wise I am completely lost on this guy xD.
So, in other words, what would say would make the best Diplomancer? Sometimes I wish there was a guide to this xD.
People who push for this sort of thing (and if you look, you'll see that this is far from the only Diplomancer thread in the boards history) tend to be those who think they can use Diplomacy, Bluff, or Intimidate as automatic mind control if they can get their modifiers high enough. The major problem I have with a class like this, and the reason I 'd never allow it is that it exceeds the limit where I would allow numbers to drive role-play.
That said there are quite a few character classes that milk the hell out of social skills within the existing set, especially in the archetype toolbox. Their tricks however only open the doors for role-play, not obsolete it entirely.