Jack_Simth
2013-04-01, 08:11 PM
So, I was noodling diplomacy (and diplomancy) around in my head, and a thought popped in: What if it's either a save-or-lose effect or an opposed skill check (at the defender's option)?
When you use diplomacy on someone, first you must have a language in common with them (or be able to communicate in detail with them through other means, such as telepathy or a Tongues spell), you force them to pick one of two options:
1) Ignore: The target must make a will save (DC 10 + 1/2 your ranks in diplomacy (NOT YOUR MODIFIER) + your charisma modifier). If the target fails, the target is affected as by a Calm Emotions spell (Extraordinary, but treated as a mind-affecting effect for mechanics interactions). If the target fails by five or more, the target is affected as by Charm Monster (extraordinary, but treated as a mind-affecting Charm effect). If the target fails by ten or more, the target is affected as by Dominate Monster (extraordinary, but treated as a mind-affecting Compulsion; does not grant the mental link that the spell would). If the target saves, there is no effect. If the target fails, the duration of the effect is 1 round per level of the attacker for a Calm, 1 minute per level of the attacker for Charm, and 1 hour per level of the attacker for Dominate.
2) Negotiate: Diplomacy can be opposed by Sense Motive. In this case, both the attacker and the defender roll their skill checks. If the defender wins, then the defender can make an immediate Diplomacy attack against the attacker. If the attacker wins by less than 10 points, then the target is affected by Calm Emotions (as above). If the attacker wins by 20 or more, then the target is affected by Charm Monster (as above). If the attacker wins by 30 or more, then the target is affected as Dominate Monster (as above).
Thoughts?
Edit:
Action: Under normal circumstances, making a diplomacy check takes ten rounds of concentrated talking, during which you can take no other actions. If you're in a hurry, and have to make a very fast Diplomacy check, you can make one as a full-round action. If the defender chooses to Ignore, then the defender gets a +5 bonus to the will save. If the defender chooses to Negotiate, then the defender gets a +10 bonus to the Sense Motive check.
If you have two or more parties competing for influence on a target (referred to as the True Target), all parties (except the True Target) make opposed Diplomacy checks in a one hour time frame. The winner makes an attempt on the True Target as normal, however, the winner's effective skill ranks for the diplomacy check is the winner's full normal skill ranks, or the amount by which the winner beat the next-highest roll, whichever is lower.
When you use diplomacy on someone, first you must have a language in common with them (or be able to communicate in detail with them through other means, such as telepathy or a Tongues spell), you force them to pick one of two options:
1) Ignore: The target must make a will save (DC 10 + 1/2 your ranks in diplomacy (NOT YOUR MODIFIER) + your charisma modifier). If the target fails, the target is affected as by a Calm Emotions spell (Extraordinary, but treated as a mind-affecting effect for mechanics interactions). If the target fails by five or more, the target is affected as by Charm Monster (extraordinary, but treated as a mind-affecting Charm effect). If the target fails by ten or more, the target is affected as by Dominate Monster (extraordinary, but treated as a mind-affecting Compulsion; does not grant the mental link that the spell would). If the target saves, there is no effect. If the target fails, the duration of the effect is 1 round per level of the attacker for a Calm, 1 minute per level of the attacker for Charm, and 1 hour per level of the attacker for Dominate.
2) Negotiate: Diplomacy can be opposed by Sense Motive. In this case, both the attacker and the defender roll their skill checks. If the defender wins, then the defender can make an immediate Diplomacy attack against the attacker. If the attacker wins by less than 10 points, then the target is affected by Calm Emotions (as above). If the attacker wins by 20 or more, then the target is affected by Charm Monster (as above). If the attacker wins by 30 or more, then the target is affected as Dominate Monster (as above).
Thoughts?
Edit:
Action: Under normal circumstances, making a diplomacy check takes ten rounds of concentrated talking, during which you can take no other actions. If you're in a hurry, and have to make a very fast Diplomacy check, you can make one as a full-round action. If the defender chooses to Ignore, then the defender gets a +5 bonus to the will save. If the defender chooses to Negotiate, then the defender gets a +10 bonus to the Sense Motive check.
If you have two or more parties competing for influence on a target (referred to as the True Target), all parties (except the True Target) make opposed Diplomacy checks in a one hour time frame. The winner makes an attempt on the True Target as normal, however, the winner's effective skill ranks for the diplomacy check is the winner's full normal skill ranks, or the amount by which the winner beat the next-highest roll, whichever is lower.