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Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.

Modifying ability: Charisma

Classes: Bard, Cleric, Druid, Favored soul, Monk, Paladin, Rogue, Spirit shaman, Swashbuckler; Arcane Scholar of Candlekeep, Arcane trickster, Assassin, Blackguard, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Shadowdancer, Shadow Thief of Amn, Stormlord, Warpriest

Requires training: No

Check: The player may use diplomacy to turn conversations to their advantage in NWN2. The check is made against a set DC dependent on the stubbornness and/or friendliness of the NPC being spoken to.

Special: A half-elf has a +2 racial bonus on diplomacy checks; the master of a pig familiar receives +3 to diplomacy.

Use: Selected (conversation)


Notes[]

  1. Diplomacy will not always work, even when presented as a option. Some skill checks will fail no matter what. This is the case with Caleb (Though this is due to a bug) and Okku (outside the city's gates). These fail because the events that then occur are imporant to the plot.
  2. Sometimes it's beneficial to deliberately not use diplomacy, even if one has a high enough skill to pass the skill check, if the resulting fight will yield good items and/or experience points.

DnD 3.5 comparison[]

Diplomacy checks in 3.5 have a DC based on the Initial Attitude of the NPC (Hostile, Unfriendly, Indiffferent, Friendly, or Helpful). Successful diplomacy checks move the NPC's attitude towards Helpful while failures can lower the NPC's attitude towards Hostile or remain unchanged. NPC attitudes can move more than one category with a high enough roll, i.e. Unfriendly to Friendly or even Helpful.

NWN comparison[]

  • NWN divided diplomacy into two skills, persuade and taunt. Persuade has been renamed Diplomacy for NWN2, but Taunt remains as a separate skill.

External links[]

  • NWNWiki:Persuade
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