Action, Observation, and Knowledge Checks
Skill rolls in the social system are divided into three categories:
Action Checks are rolls in which the character is actually saying something or doing something specific (a Bluff check to deceive, a Diplomacy check to make a deal). A character may only roll an Action Roll for a specific purpose once. In other words, you may only roll for a specific lie once, and then that Bluff roll stands for that lie.
Observation Checks are rolls in which the character is noticing something about the outside world (a Sense Motive check to empathize with someone). A character may roll a specific Perception check once per current situation; they must then accept that result until the situation changes enough for a new Perception roll to become relevant.
Knowledge Checks are rolls in which the character is checking to see if they have some specific information (a Knowledge: Local roll to pick up local customs, say). A character may roll a specific Knowledge check once per topic; they must then accept that result until new information becomes available or the adventure otherwise concludes.
Note: The Game Master is encouraged to answer all Observation and Knowledge questions fully, but
only within the confines of the question. For example, a player who asks if there is something unusual about another character's actions should not receive a simple "Yes", but should be told
what precise behavior seems unusual - however, the Game Master should not answer what could be causing it, as this is the answer to a different question.
Bluff
Deception
(An Action Check)
See below under Sense Motive (Empathy) and Sense Motive (Scrutiny).
Fast-Talking
(An Action Check)
Sometimes it doesn't matter what comes out of your mouth, so long as it's fast enough and with enough conviction. The art of Fast Talk is attempting to bamboozle by throwing words at someone until their brain gives up and shuts down. This only works while you keep talking, however - once you've left, the person might think over what you actually said, and realize she's been duped. Fast talking is not an elegant deception, it is blunt force word trauma to the head.
When attempting to fast-talk someone, the character rolls Bluff vs. the target's Sense Motive. If the target wins, the attempt fails, and is immune to further fast-talk attempts for the rest of the scene. If the fast-talker wins, the target is
Distracted, taking a -2 penalty to Perception and Sense Motive rolls, increasing by -2 for every 5 that the fast-talker exceeds the target's Sense Motive (a Bluff of 33 vs. a Sense Motive of 15 will result in Distracted penalties of -8).
The target is Distracted only as long as the character keeps talking. Once they have stopped or left the area, they have a very short period of time before the Distraction ends. Once it does, the target rolls an Intelligence ability check against a DC of 8, with a penalty equal to the Distraction penalty. If they succeed, they realize what just happened, and will act accordingly - a spouse receiving a hasty explanation about why the fast-talker was out so late may simply roll his eyes and sigh, while a security guard will probably raise the alarm.
Diplomacy
Making a Deal
(An Action Check)
The wheedling rug salesman offers you the moon on a string. You've hear he's untrustworthy, but he is very convincing... Diplomacy is the art of wheeling and dealing, of making people want to do as you say. It's a powerful skill in anyone's arsenal, but it does have its limits - namely, it cannot make anyone do anything. The other party is free to walk away at any point in the proceedings, even after the deal is concluded, so most wheelers and dealers use Diplomacy to assist them in their dealings, rather than depending on it entirely.
The dealmaker rolls Diplomacy against a DC of 10+Encounter CR, and upon hitting the DC and for every 5 above it, they gain 1 Diplomacy Point. The dealmaker then uses their Diplomacy Points to "buy" benefits from the list below, assigning Diplomacy Points to each effect until they are out, or no longer able to purchase anything else. If the person being persuaded agrees to whatever they're being asked to do, they receive these benefits. They may spend the benefits at any later point to gain the bonuses provided by them. Once a benefit is activated, it is used up and gone.
Nothing stops the person from turning the offer down, and nothing stops someone from deciding not to accomplish the task they promised, beyond their own honor or fear for the consequences. Accepting a deal and then not honoring it applies a (-2 per Diplomacy Point spent) penalty on all future Social interactions with the dealmaker. If the dealmaker spent 5 or more Diplomacy Points on the Deal, then if jilted, they may at any future point cause a single roll of the welcher's in their presence to result in a Natural 1.
The request must be something that costs the character something in the way of effort, resources, time, or possibly dignity. Asking a friend to go fetch a soda is not likely to apply, unless said friend doesn't want to feel like a lackey and really doesn't want to fetch the soda. Multiple Diplomacy effects can stack, if the character is willing to get tangled in that many strings. The dealmaker may likewise purchase the same benefit multiple times. Unless otherwise noted, the benefits granted from a Diplomacy roll last until use, and unless otherwise stated a character is only granted these benefits if they agree to the deal.
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1 Diplomacy Point - Resilience: +1 Morale Bonus to Fortitude Saves for one hour
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1 Diplomacy Point - Adrenaline: +1 Morale Bonus to Reflex Saves for one hour
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1 Diplomacy Point - Clarity: +1 Morale Bonus to Will Saves for one hour
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2 Diplomacy Point - Strength of Purpose: +2 Morale Bonus to Strength for one hour
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2 Diplomacy Point - Nimble Hands: +2 Morale Bonus to Dexterity for one hour
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2 Diplomacy Point - Stout Heart: +2 Morale Bonus to Constitution for one hour
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2 Diplomacy Point - Intellectually Stimulating: +2 Morale Bonus to Intelligence for one hour
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2 Diplomacy Point - Wise Counsel: +2 Morale Bonus to Wisdom for one hour
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2 Diplomacy Point - Charming Presence: +2 Morale Bonus to Charisma for one hour
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3 Diplomacy Point - Hold: 1 Reward Point.
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5 Diplomacy Point - Heroics: 1 Hero Point.
Read the Crowd
(An Observation Check)
Roll Diplomacy against a DC 10+Encounter CR. Upon hitting the DC, and for each 5 above it, the character asks one question from the following list about a group or gathering you are currently in.
•What are the local rumors?
•What is this group currently most focused on?
•Who among this group seems to have the most favor?
•Who among this group seems to have the least favor?
•Who among this group seems the most controversial?
Working the Crowd
(An Action Check)
Each application of Working the Crowd takes at least half an hour, and possibly longer depending on the size, which the character spends in conversation attempting to work people around to their point of view. The character rolls Diplomacy against a DC of 10+Encounter CR. Upon reaching the DC, and for each 5 above it, the character gains 1 Working the Crowd (WtC) Point, which they may spend to perform one or more of the following actions:
• Plant a rumor. The rumor strength is equal to the amount of WtC Points placed in it, ranging from a one dot rumor (known only to two people and their cat) to a five or more dot rumor (everyone in the group has heard it, people who have no reason to think otherwise may consider it fact). Rumors, barring any further manipulation from outside sources, fade in potency at the rate of one dot every week -- at the Game Master's discretion, this degradation may occur faster, due to other events overshadowing it or due to contrary evidence becoming public knowledge.
• Erode a local rumor. The character may spend one WtC Point to remove a dot of potency from a rumor over the course of them working the crowd, even going so far as to dispel the rumor entirely.
• Prime the crowd. For each WtC Point spent, the character can gain a +2 on a Perform roll used upon the same crowd within the next scene (max of +10). If not used by the end of the scene, the successes are wasted.
• Champion a cause. The character must pick a specific person, a group of people, or a topic of conversation. The character then choses if they are championing for or against that topic, group, or person. Each WtC Point spent is placed aside in a special pool. Whenever a non-perception social roll comes up involving the specified person, group, or topic, WtC Points are taken out of the pool to modify the applicable social roll. If the character championed for a specific topic, group, or person, then each WtC Point spent adds a +3 Morale Bonus to the social roll; if the character championed against a specific topic, group, or person, then each WtC Point spent subtracts -3 Morale Penalty from the social roll. An individual roll can only by modified by up to 3 WtC Points. Once a WtC Point is spent, it's gone, and if the WtC Points are not all spent by the end of the day, they are wasted.
Having multiple people championing the same cause is treated as a teamwork action.
• Hide a Lie in the Crowd. Since Diplomacy requires talking to people, all of its actions can be easily traced back to the source. However, they may spend one extra WtC Point per action to disguise where the source of that action came from. People may recall the character speaking to them about the relevant topic, but only as one face among many. This action cannot be used to convince the crowd someone else performed the character's action: this is the domain of Bluff.
Lay of the Land
(An Observation Check)
Roll Diplomacy against a DC 10+Encounter CR and spend at least a half hour chatting up people (larger areas may need longer). Upon hitting the DC, and for each 5 above it, the character asks one question from the following list.
•How can I avoid standing out in [location]?
•What can I currently see that might pose a threat to me?
•What areas are the police most active in?
•What areas are the police least active in?
•What are people in this location most likely to find acceptable?
•What are people in this location most likely to find unacceptable?
•What are people in this location most likely to value?
•Is this a fair deal or can I get better elsewhere?
Intimidate
Demoralize
(An Action Check)
This is unchanged, and operates as described
here.
Knowledge
Note: The specific Knowledge used will vary based on the group that the character wishes to know about:
•Knowledge (Local) is the default roll (used if nothing else seems appropriate), and is used specifically for questions dealing with the the common folk, communities as a whole, and the criminal underworld.
•Knowledge (Nobility) is used for questions related to the Mulani Greater and Lesser Houses, or foreign aristocracy.
•Knowledge (Religion) is used for questions relating to congregations, churches and religious organizations (the Iron Inquisition, Vikhlran councils), and so forth.
•Knowledge (Arcana) is used for questions relating to the Red Academy or similar wizardly groups or schools.
Etiquette
(A Knowledge Check)
Roll Knowledge against a DC 10+Encounter CR. Upon hitting the DC, and for each 5 above it, the character asks one question from the following list.
•How can I make the best initial impression to [relevant group]?
•Are there any local venues that would suit [relevant person's] tastes?
•What is the proper etiquette for speaking to [relevant group]?
•Are there any known faux pas I should avoid committing with [relevant group]?
Street Smarts
(A Knowledge Check)
Roll Knowledge against a DC 10+Encounter CR. Upon hitting the DC, and for each 5 above it, the character asks one question from the following list.
•Does [location] have any known subcultures associated with it?
•Does [location] have any known Black Market or other illegal connections to it?
•Does [location] have any known dangers that I should be aware of?
•Does [location] have any known authorities that I should be aware of?
•Does [location] have any known shortcuts or secret entrances? (This question only covers entrances or locations which are known in the community)
•Does [subculture] have any known practices I should be aware of?
•Where can I find [relevant goods or services]?
Perform
Perform vs. Bardic Music: Though similar and frequently overlapping, there are a few key differences between the basic application of the Perform Skill and the Bardic Performance class ability.
•Perform is a mundane effect, Bardic Music is supernatural.
•Perform takes longer to activate (how long depends on the performance, but at least five minutes is a good rule of thumb), Bardic Music takes only a Standard or Move Action.
•High Perform grants its bonuses to everyone that can hear it, friend or foe, while Bardic Performance allows the bard to target only allies.
Inspire
(An Action Check)
Roll Perform. A result of 9 or lower means that the character has failed their Perform Check and manages to look like a ninny (they flub their lines, they sing off-key, etc). A result of 10 to 24 means that the character has acquitted themselves honorably but not spectacularly. Upon reaching DC 25, and for every 5 above that, the performer gains 1 Inspiration Point.
The artist or performer uses their Inspiration Points to "buy" effects from the list below, assigning Inspiration Points to each effect until they are out, or no longer wish to purchase anything else. Once an Inspiration Point has been assigned, it cannot be used in purchasing another effect. Anyone who watches or is otherwise exposed to the artwork may elect to take all of the effects, or may decide the performance did nothing for him and forgo all of the rewards. Each effect may only be "purchased" once unless otherwise noted.
All Performance effects last for 1 hour, and a single effect may only be purchased once unless otherwise stated. Multiple Performances do not stack. Should a character encounter a different performance, they may choose to lose their previous benefits, and gain the new ones.
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1 Inspiration Point - Resilience: +1 Morale Bonus to Fortitude Saves
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1 Inspiration Point - Adrenaline: +1 Morale Bonus to Reflex Saves
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1 Inspiration Point - Clarity: +1 Morale Bonus to Will Saves
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1 Inspiration Point - The Best Medicine: Heal 5 Nonlethal Damage (may be taken up to three times)
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2 Inspiration Point - Racing Blood: +2 Morale Bonus to all Strength, Dexterity, and Constitution Skill or Ability Checks.
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2 Inspiration Point - Food for Thought: +2 Morale Bonus to all Intelligence or Wisdom Skill or Ability Checks.
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2 Inspiration Point - Engaging Conversation: +2 Morale Bonus to all Charisma Skill or Ability Checks.
Sense Motive
Empathy
(An Observation Check)
The character attempts to read their target's mood and inclinations. Roll Sense Motive. If the target is
not trying to hide conceal their emotions, this is a roll against a DC of 10+Encounter CR. Upon hitting the DC, and for every 5 above it, the character asks one question from the following list.
•What is this person's mood?
•Is there something unusual about this person's actions or reactions?
•What would make this person more inclined toward me?
•What would make this person less inclined toward me?
•What does this person currently expect from me?
•What known recent events caused this person to react positively?
•What known recent events caused this person to react negatively?
•Does this person seem to dislike anyone here?
•Does this person seem to favor anyone here?
If the target
is trying to conceal their emotions, they roll Bluff in secret -- this is a Bluff (Deception) roll. What happens then depends on the relative results:
• If the Sense Motive result equals or exceeds the Bluff result, treat the Bluff Check as the new DC for calculating how many questions the Sense Motive result receives. (In other words, someone who rolled Sense Motive 27 versus Bluff 20 would get two questions).
• If the Bluff result is 1-to-4 higher than the Sense Motive result, then the Sense Motive result receives no questions. They can't read the target.
• For every 5 by which the Bluff result
exceeds the Sense Motive result, the Bluffing character may choose to allow the Sense Motive character a single question from the above list, but the answer is whatever the Bluffing character wishes to grant. The Bluffing character can choose to grant fewer questions than they are entitled to (someone who rolls Bluff 40 vs. Sense Motive 20 may choose to grant only two questions), and they may not grant more questions than an uncontested Sense Motive result could have returned.
Scrutiny
(An Observation Check)
The character attempts to read their target's behavior and whether or not they are trying to deceive someone or are acting normally. Roll Sense Motive. If the target is
not attempting to deceive, this is a roll against a DC of 10+Encounter CR. Upon hitting the DC, and for every 5 above it, the character asks one question from the following list.
•What is this person's ulterior motive?
•What is this person attempting to accomplish right now?
•Can I spot a discrepancy in this person's story?
•Is this person acting contrary to how I know them?
•Do I think this person is being coerced in some manner?
•Is this person trying to hide something from me?
•Do I think this person is being
Dominated in some manner? (Requires a minimum Sense Motive result of 15)
•Do I think this person is being
Charmed in some manner? (Requires a minimum Sense Motive result of 25)
If the target
is trying to conceal their emotions, they roll Bluff in secret -- this is a Bluff (Deception) roll. What happens then depends on the relative results:
• If the Sense Motive result equals or exceeds the Bluff result, treat the Bluff Check as the new DC for calculating how many questions the Sense Motive result receives. (In other words, someone who rolled Sense Motive 27 versus Bluff 20 would get two questions).
• If the Bluff result is 1-to-4 higher than the Sense Motive result, then the Sense Motive result receives no questions. They can't read the target.
• For every 5 by which the Bluff result
exceeds the Sense Motive result, the Bluffing character may choose to allow the Sense Motive character a single question from the above list, but the answer is whatever the Bluffing character wishes to grant. The Bluffing character can choose to grant fewer questions than they are entitled to (someone who rolls Bluff 40 vs. Sense Motive 20 may choose to grant only two questions), and they may not grant more questions than an uncontested Sense Motive result could have returned.
Analysis
(A Knowledge Check)
While a simple use of empathy is great for telling how someone is feeling from moment to moment, it is not so good on explaining why. Analysis allows them to pick through events and data that they know, trying to uncover trends in a person's personality.
To use Analysis, the character must pick a target and name three pieces of information about the target, which the character believes has something in common with one another. The information may be as simple as something the target said, or a facial expression they made at someone else's comment. The character then attempts to compare the information to determine an underlying cause behind them... if there is one.
Roll Sense Motive against a DC of (10+Target's HD+Wisdom Modifier). If the character succeeds, they can piece together a larger meaning from the fragments -- if there is one. The closer the three data points are in actual motives, the better the information returned is. Should the motivations behind one or more of the stated actions have nothing to do with one of the others, the Game Master may instead inform them which, if any, of the facts are related, if not how.
This action can be used to determine things such as, but not limited to: whether the target was acting under his virtue or vice, whether the target has a specific condition, what the target's relationship with another person is, or any other underlying trends in the target's personality (such as a hair-trigger temper, a political affiliation, or an extreme distaste for a certain topic). It is important to note that Analysis can only be used to uncover motives, not more facts - Sense Motive may recognize that a character is acting with extreme remorse, but unless what prompted that remorse is also known, it cannot tell why that character feels that way.
The character may use inferred information or hearsay for their three data points, but at a risk. In the event that the character attempts to use incorrect information, the attempt automatically fails, but the Game Master does not have to immediately state this. Instead, if the character rolls enough successes that they would have succeeded, the Game Master is free to return incorrect information that would make sense on the assumption that all three data points are correct.