Negotiate
Tiered Skill — Charisma
Disposition | Example of action |
---|---|
Enraged | Will put self in great danger for even a chance to injure |
Hostile | Will attack |
Malicious | Will destructively mislead |
Unfriendly | Will be rude, deny service, report behavior to authorities |
Neutral | Won't go out on a limb either way |
Friendly | Will help a little bit beyond normal circumstances |
Helpful | Will go out of their way to help, but not at great personal risk |
Infatuated | Will accept great personal risk to aid in any way |
Fanatic | Will willingly die at merest whim |
The Negotiate skill governs how characters interact with each other when they don't see precisely eye to eye. The skill shifts character's disposition towards other characters up and down on the table seen to the right.
Contents
Specific Uses
Diplomacy
Diplomacy is used specifically when a character tries to use reason to convince others to agree with him.
The base DC for the check is 25. Succeeding this check means that the characters' dispositions shift one category in the direction the negotiator wishes. For every additional 10 points that the negotiator's check exceeds this DC, the character's dispositions shift an additional category.
Bluff
Bluff is used when a negotiator is trying to convince other characters of a lie. The negotiator's check is opposed by the other characters' Negotiate(Sense Motive) checks.
The negotiator takes the following modifiers to his check depending on the veracity of his bluff.
Circumstance | Negotiate mod |
---|---|
Target is Infatuated | +10 |
Target gains from the information | +5 |
Target isn't affected one way or the other | +0 |
The target is put at slight personal risk | -5 |
The target is put at great personal risk | -10 |
If the targets succeed their Negotiate(Sense Motive) checks, they do not believe the bluff and become Unfriendly (or lower if that was their original state). If the targets succeed by 5 or more, they realize the negotiator's intention behind them believing the bluff.
Intimidate
Intimidate is used when a negotiator wishes to frighten a character into submission. It is opposed by the defending character's check,
Resist Intimidate Check: d20 + Character Level + Wisdom"
If the negotiator succeeds, the defender is considered "Helpful" for the purposes of helping the negotiator. For every 10 points the negotiator's check exceeds the defender's check, the defender's effective Disposition increases by an additional step. If the defender is made to be a Fanatic through this method, the defender will remain a fanatic until convinced otherwise.
In other cases, a defender's disposition falls to Unfriendly or one step worse than they were previously 1d10x2 minutes after the negotiating character is out of sight.
For every 10 points of damage taken as part of intimidation, a defender must make a Will Save equal to 20 + 2 for every previous will save, or suffer a cumulative -2 penalty on all Negotiate checks and checks made to oppose negotiate checks. This penalty lasts for 1d4+2 days from the last damage. Healing allows more damage to be done without lessening the penalty.
Sense Motive
Wisdom
Sense Motive is used to see through the Bluff action, above, but it also has other uses.
Action | DC |
---|---|
Sense Disposition | 20 |
Sense Intent | 25 |
Discern Plans | 35 |
Sense Disposition — If a character makes this check, he determines which disposition category the target is in towards a specific character or specific group. A separate check must be made for each group or character.
Sense Intent — If a character makes this check, he gains a general understanding of what the target is going to do next. If the target is planning to attack soon, the character that made this check gains a +4 bonus to his initiative if the target attacks within then next five minutes.
Discern Plans — If a character makes this check, he can get a general idea of the target's next few actions.
Gather Information
Skill Tiers
This skill starts out at tier zero. The upgrade cost of skill tiers is (4 + (current tier x 2)).