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OOC
Mar 23, 2009 10:52:34 GMT -5
Post by TheGratefulNed on Mar 23, 2009 10:52:34 GMT -5
Sorry for the prolonged absence, I should be able to get a post up in here today...hopefully during my lunch break.971
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OOC
Mar 23, 2009 12:03:14 GMT -5
Post by TheGratefulNed on Mar 23, 2009 12:03:14 GMT -5
Persuasion [General NWP] Cost: 1 slot Ability: Charisma Check: +0
This proficiency enable the character to make a compelling argument to convince a subject NPC character to see things his way, respond more favorably, or comply with a request. The character engages the NPC in conversation for at least 10 rounds (meaning that the subject must be willing to talk with the character in the first place); subjects whose attitudes are threatening or hostile aren't affected by this proficiency.
A successful proficiency check means that the subject's reacion is modified by +2 in favor of the character (See Table 59 in Chapter 11 of the Dungeon Master Guide). This bonus is not cumulative with any other reaction modifiers, such as those derived from Charisma; other reaction modifiers don't apply. For every additional slot a character spends on this proficiency, he boosts the reaction modifier by +1 (for example, spending two slots on this proficiency gives a +3 reaction bonus).
Source: The Complete Ranger's Handbook
Empathy [Trait] Cost: 4 CPs
The character with this trait has an innate ability to sense the motivations, emotions, and possibly the intentions, of others. If the character can observe a group of NPCs for 1d6 rounds, the DM can allow a Wisdom/Intuition Check. Success means that the character has understood something significant about the discussion or plans of those NPCs. The empathetic character does not have to speak the language of the NPCs (the the DM can allow a +2 modifier if the tongue is known).
If the NPCs are of a very different race (such as monsters), the check can be modified to 1/2 the character's Wisdom/Intuition score. However, the DM can also add positive or negative modifiers if the character has an extra long or short time to observer, or watches from an especially advantageous or disadvantageous position.
Source: Player's Option: Skills and Powers
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Neither of these seem to be quite exactly what you seem to be looking for, though they're definitely more in that direction than Diplomacy.
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