(Player's Handbook v.3.5 variant, p. 71)
Use this skill to persuade the chamberlain to let you see the king, to negotiate peace between feuding barbarian tribes, or to convince the ogre mages that have captured you that they should ransom you back to your friends instead of twisting your limbs off one by one. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give others the right impression of oneself, to negotiate effectively, and to influence others.
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes table, below, for basic DCs. (The Dungeon Master?s Guide has more information on influencing NPCs.) In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
|Initial Attitude||????? New Attitude (DC to achieve)?????|
|Hostile||Less than 20||20||25||35||50|
|Unfriendly||Less than 5||5||15||25||40|
|Indifferent||?||Less than 1||1||15||30|
|Friendly||?||?||Less than 1||1||20|
|Helpful||?||?||?||Less than 1||1|