Persuasion
You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative.
- Special: You can Take 10 on a Persuasion check, but you can't Take 20.
- Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours.
Diplomacy/Negotiation
Target Relationship with You
When making a Persuasion check your target's attitude toward you will influence the DC of the check.- Hostile; takes risks to harm you, usually attacking on sight. DC +30
- Unfriendly; wishes you ill, but won't go out of its way to harm you. DC +20
- Antagonistic; doesn't like you but can be civil. DC +10
- Indifferent; regards you as neither a threat nor an ally, and probably doesn't attack you. DC +0
- Helpful; likes you and will act favorably towards you. DC -10
- Friendly; will go out of their way to support you. DC -15
- Ally; will risk their life to aid you in your goals. DC -20
Target Attitude Towards Task
When influencing a target into doing a task their attitude towards doing said task will also influence the DC of the check.- Could be killed for doing it, DC +30
- Could be harmed for doing it, DC +20
- Doesn't want to do it, DC +10
- Neutral toward it, DC +0
- Willing to do it, DC -10
- Interested in doing it, DC -15
- Already planned on doing it, DC -20
Persuasion Tactic Being Used
When attempting to persuade a target, how you go about the check (the words you use and the data you present) may also have an impact on the DC of the roll.Charm/Seduction
As a Full-Round Action, you can make a Persuasion check to adjust the Attitude of an NPC with an Intelligence of 6 or higher using words, body language, or a combination of the two. The target must be able to see you. If the check equals or exceeds the target's Will Defense, the target's Attitude shifts one step in your favor. If the target creature cannot understand your speech, apply a -5 penalty on your Persuasion check. If the target is attracted to you apply further modifiers to the check, see the list below for details.- Ick Vibes; DC +30
- Rebuffed; DC +20
- Unattracted; DC +10
- Neutral; DC 0
- Attracted; DC -5
- Enticed; DC -10
- Down Bad; DC -15
Haggle
Whenever you use the Gather Information (Cha) skill, you may make a Persuasion check afterward as a Swift Action to reduce the amount you must pay to acquire the information you desire by half. Conversely, you can use this skill as a Full-Round Action to reduce/increase the price of an item you're buying/selling. The DC depends on the attitude of the individual (or individuals) with whom you're dealing plus their Will Defense- Hostile; takes risks to harm you, usually attacking on sight. DC +60. Price Reduction up to 5% & Selling Inflation up to 5%
- Unfriendly; wishes you ill, but won't go out of its way to harm you. DC +30. Price Reduction up to 10% & Selling Inflation up to 10%
- Antagonistic; doesn't like you but can be civil. DC +10. Price Reduction up to 15% & Selling Inflation up to 15%
- Indifferent; regards you as neither a threat nor an ally, and probably doesn't attack you. DC +0. Price Reduction up to 20% & Selling Inflation up to 20%
- Helpful; likes you and will act favorably towards you. DC -10. Price Reduction up to 25% & Selling Inflation up to 25%
- Friendly; will go out of their way to support you. DC -15. Price Reduction up to 35% & Selling Inflation up to 35%
- Ally; will risk their life to aid you in your goals. DC -20. Price Reduction up to 40% & Selling Inflation up to 45%
Intimidate
As a Full-Round Action, you can make a Persuasion check to force a single creature with an Intelligence score of 1 or higher to back down from a confrontation, surrender one of its possessions, comply with non-life threatening actions, reveal a piece of secret information, or flee from you for a short time. The creature must be able to see you. Your check result must equal or exceed the target's Will Defense for the Intimidation attempt to succeed.- You can't force the target to obey your every command or do something that endangers its life or the lives of its allies. A creature you successfully Intimidate becomes one step more Hostile toward you as soon as you are no longer an immediate threat (see Attitude table above). Apply a modifier to the check based on the threat the target perceives from you:
Situation Modifier
- Target is Helpless or completely at your mercy +5
- Target is clearly outnumbered or disadvantaged +0
- Target is evenly matched with you -5
- You are clearly outnumbered or disadvantaged -10
- You are Helpless or completely at the target's mercy -15
Bribery
You can use the Persuasion skill to attempt to Bribe government officials or other individuals of influence. The Persuasion check DC depends on the perceived risk to the official's position (if the Bribe is discovered) modified by the nature of your request (how dangerous the request is and how much of a Bribe you're offering).Bribery Risk Modifiers
- The request is within the official's regular duties. DC +10
- The request is outside the officer's duties but within their ability. DC +20
- The request is outside the official's duties, and not easily concealed. DC +30
Bribery Modifiers
- The request is personally dangerous to official. DC +15
- The bribery amount is double the going rate. DC -10
- The bribery amount is quadruple the going rate. DC -15
- The bribery amount is ten times the going rate or higher. DC -30
Improvised Communication
You can use the Persuasion skill to attempt to communicate with someone who does not understand your language or to nonverbally convey an idea (such as communicating silently with another hero while both of you are infiltrating an Imperial facility). As a Move Action, you can attempt a Persuasion check to improvise communication with another being. The target must be able to see you, and you can communicate only simple concepts.- DC 20 minus the target's Intelligence modifier. If the target of your Improvised Communication has agreed upon signals for certain concepts in advance, reduce the DC by another 5.
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