You influence others through negotiation and flattery.
You can perform the following uses of Diplomacy even if you are untrained in the skill.
The following activities require no special training.
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically if you spend an entire day of downtime to Gather Information, you can attempt three or four checks), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Success You collect information about the individual or topic.
The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.
Make An Impression
With at least 1 minute of conversation consisting of charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the target’s Will DC, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social encounter unless the GM decides otherwise. The attitudes are listed in the Conditions section. The attempt fails if the target can’t understand you.
Success The target’s attitude toward you improves by one step (from hostile to unfriendly, from unfriendly to indifferent, from indifferent to friendly, or from friendly to helpful).
Critical Success The target’s attitude toward you improves by two steps (from hostile to indifferent, from unfriendly to friendly, or from indifferent or friendly to helpful).
Critical Failure The target’s attitude toward you decreases by one step (from helpful to friendly, from friendly to indifferent, from indifferent to unfriendly, or from unfriendly to hostile.)
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Success The target agrees to your request, but might demand added provisions or alterations to the request.
Critical Success The target agrees to your request without qualifications, or agrees to a request that would ordinarily require it to have an attitude one step better toward you.
Failure The target refuses the request, though she might propose an alternative that is less extreme.
Critical Failure Not only does target refuse the request, but her attitude toward you also decreases by one step due to the temerity of the request.