Diplomacy + money = power ?

Doorf

First Post
Can you achieve preety much anything using Diplomacy + Bluff + Money bribes + Intimidate?
Change NPC align using diplomacy + bluff making him feal bad as he is atm. Persuading npc that his/her way of life can be better if he lives according to your tips.
Diplomacy + Forgery to get loan from local guild/ruler.
Bluff to make enemy partol believe you are working undercover for same master.

Some options like changing npc align might take weeks.

I was reading about religion organizations irl things you can do with one person are really astonishing. You can make someone hate their familly and former friend.

How powefull can dimplomacy really be !?!?


PC: Hello mr necromancer you should joind clerics of perlor becouse ...
Necromancer: Sure no problem i will just sacrifice those childrens and then run to pelor temple to beg for joining them. :rolleyes:
 

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Salutations,

Well, according to the rules you can not change anyone's alignment with a skill roll.

Diplomacy is used for:
1) Changing someone's attitude toward you.

For example: Turning them from hostile to ambivalent.

You would need to find the npc attitude table- I don't recall the exact phrasings they use.

2) Get the advantage in negotiations.

If you have a generous dm, then I suppose you could do almost anything with the skill.

As a dm, if the pc's wanted to redeem an npc (change their alignment), then it would need to be roleplayed.

FD
 

Diplomacy:
Check: The character can change others' attitudes with a successful check. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases when two advocates or diplomats plead opposite cases in a hearing before a third party.

Bluff:
Check: A Bluff check is opposed by the target's Sense Motive check. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against the character: The bluff is hard to believe, or the action that the target is to take goes against the target's self-interest, nature, personality, orders, etc. If it's important, the DM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target succeeds by 11 or more, he has seen through the bluff (and would have done so even if it had not entailed any demand on him).

I have a feeling that with EPIC rules, you could indeed get anyone to do anything with high enough Diplomacy and Bluff scores.

Without EPIC rules you could still come close. You may not be able to get anyone to do anything you want, but you should be able to get away with pretty much anything you do, which is almost as good.

...assuming your scores are high enough, of course.

For this purpose, Diplomacy is far more important than Bluff - Bluff is useful pretty much only for the very short-term stuff, whereas Diplomacy can be quite useful in both the short-term and long-term.

It would be quite useful, of course, to have at least 5 ranks in both Bluff and Sense Motive to get the +4 Synergy bonus.
 

There's an npc running for the office of governor of a town the pcs are in right now whose loaded up on cha skills... he's a bard whose performance specialty is satire, so he's constantly tearing apart the other candidates. He might win even without a program.
 



Ravenloft has some rules for driving someone mad; you might use those same rules as guidelines for changing an NPC's alignment.

Basically, you have to stay near the person for a month, have their trust, then make a Bluff check (or Diplomacy, I guess, depending on your methods). I'd say that after a month of this, you can shift the person one step on the alignment scale.
 

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