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==Affability==
 
==Affability==
<onlyinclude>Affability is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others. Those with exceptional skill in affability can talk others out of blinding rages or into potentially suicidal actions.
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<onlyinclude>Affability is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others. Those with exceptional skill in Affability can talk others out of blinding rages or into potentially suicidal actions.
  
 
Key Attribute: [[Charisma]]</onlyinclude>
 
Key Attribute: [[Charisma]]</onlyinclude>
  
===Check Modifiers===
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====DC Modifiers====
  
{|class="d20 zebra" style="text-align:left; width:60%;"
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{| class="zebra d20" style="margin: 1em auto 1em auto; text-align: left;" width="900px"
!Target Attitude !! Check Modifier !! Example
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! Target {{Anchor|Rapport}} !! Example !! DC Modifier
 
|-
 
|-
|Murderous || -20|| Tries to murder you on sight, and is more likely to scream at you than say something.
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| Murderous || Vitriolically hates you, and tries to murder you on sight. If forced into conversation, is more likely to scream at you than say something.<br/>May stalk you, looking for an opportunity to strike you down. || align="center" | +9
 
|-
 
|-
|Hostile || -15|| Hates you and would probably frame or stab you if they could get away with it.
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| Hateful || Hates you and would probably frame or stab you if they could get away with it. || align="center" | +6
 
|-
 
|-
|Unfriendly || -10 || Dislikes you and would passively frustrate your goals.
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| Unfriendly || Dislikes you and would passively frustrate your goals. || align="center" | +3
 
|-
 
|-
|Indifferent || -5 || Doesn’t have any inclination to help or hinder you.
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| Indifferent || Has no inclination to help or hinder you. || align="center" | +0
 
|-
 
|-
|Friendly || +0 || Likes you and would assist you if it’s convenient.
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| Friendly || Likes you and would assist you if it’s convenient. || align="center" | −3
 
|-
 
|-
|Helpful || +5 || Likes you and would assist you just because you asked.
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| Helpful || Likes you and would assist you just because you asked. || align="center" | −6
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|-
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| Devoted || Is devoted to you and tries to assist you without being asked. Actual “assistance” may not be particularly helpful.<br/>May stalk you, looking for an opportunity to help. || align="center" | −9
 
|}
 
|}
  
{|class="d20 zebra" style="text-align:left; width:60%;"
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{{Underbar|width=900px|Relationship vs. Nature
!Rushing !! Check Modifier
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|The above rapport options reflect a personal relationship with another creature. The actions of any particular creature towards you are going to be strongly influenced by their intelligence level and their alignment in addition to their rapport with you. A helpful evil character may still stab you, and a murderous good one may still stop you from being stabbed. A helpful chaotic character may go out of their way to make your life interesting, even when you don’t want it to be, while a hateful lawful character may bend the rules to worsen otherwise trivial bureaucratic roadblocks for you. In short, these rapport values help determine what the creature does within the bounds of their temperament and duty towards you, not determine their actions towards you universally or reflect the actions they are taking against you right now.
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Similarly, creatures that don’t have a personal relationship with you don’t necessarily have a rapport that matches up with the actions they’re taking against you. Just because a creature attacks you on sight does not mean that their rapport with you is murderous, especially if they've never met you before. It is much more likely that they have standing orders to fire at those who cross the border, that they’re evil and they felt like picking on you, that they’re a brigand trying to rob you to make a living, or some other “business as usual” reason. And in each of these cases, their rapport ''with you'' would likely be indifferent or unfriendly. If there happens to be a strong racial enmity between your race and theirs, their rapport with you ''might'' be hateful. But they are ''extremely'' unlikely to be murderous towards you, as the emotions that power a hate stalker are very focused.
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As a general rule, you should expect bandits to be indifferent, guards defending their home from armed invaders to be unfriendly, racial enemies with long-standing feuds to be hateful, and only the poor barkeep that you personally drove over the edge when you ruined their life (intentionally or otherwise) to be murderous. These rapport values allow you to use these skill abilities to talk yourself out of fights and make friends of those who would be your enemy because of circumstance as opposed to personal reasons. Remember, when it comes to rapport, the question your DM should be asking is “how does this creature feel about the character” and not “what is this creature doing to the character”.}}
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====Check Modifiers====
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{| class="zebra d20" style="margin: 1em auto 1em auto; text-align: left;" width="900px"
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! Condition !! Check Modifier
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|-
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| Rushing a 10-minute action to a 1-minute action || align="center" | −10
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|-
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| Rushing a 1-minute action to a 5-round action || align="center" | −5
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|-
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| Rushing a 5-round action to a 2-round action || align="center" | −5
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|-
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| Rushing a 2-round action to a 1-round action || align="center" | −5
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|-
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| Rushing a 1-round action to a full-round action || align="center" | −3
 
|-
 
|-
|10 minutes -> 2 1/2 minute<sup>1</sup> || -5
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| Rushing a full-round action to a standard action || align="center" | −2
 
|-
 
|-
|2 1/2 minutes -> 5 rounds<sup>1</sup> || -5
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| Rushing a standard action to a move action || align="center" | −2
 
|-
 
|-
|5 rounds -> 1 round<sup>1</sup> || -5
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| Rushing a standard or move action to a swift action || align="center" | −5
 
|-
 
|-
| colspan="2" class="foot" |
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| Do not share a language with the target || align="center" | −5
#These conditions stack.
 
 
|}<onlyinclude>
 
|}<onlyinclude>
  
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===Minimum Rank 0 Uses===
  
===Rank 1 Uses===
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====[[Tome of Prowess (3.5e Sourcebook)/Affability#Push an Agreement|Push an Agreement]]====
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Sometimes you can present an agreement or offer that the other party is hesitant to accept. Maybe you have to talk people into going along with a crazy plan or otherwise helping you out when they don’t really want to, or maybe they’re just being indecisive. You can push them a bit and get people to agree when they otherwise might not, just because you’re a nice guy who knows how to talk to people.</onlyinclude>
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Push an Agreement|Push an Agreement]]====
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Agreements that you push will fall into one of three categories for the target: favorable, tolerable, or repugnant. A favorable agreement is one that the target would accept happily, but has some minor reason not to do so immediately. You may need to push a favorable agreement on a target that is looking for a better deal than the one offered, a target that wants to discuss the agreement with others first, or a target that does not understand why it is in their favor. A step down from an favorable agreement is a tolerable one. These agreements must be something the target would consider agreeing to, even if it’s not something that would make them happy. Most hard-fought real compromises (political and otherwise) fall into this category. A tolerable agreement cannot involve the target knowingly doing something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest. Repugnant agreements contain those that are obviously somewhat self-destructive, against the target's nature, or otherwise something that they would strongly object to. These are the sorts of things that people simply don’t agree to unless [[Tome of Prowess (3.5e Sourcebook)/Bluff|tricked]] or pushed. You may not push an agreement that would obviously result in the death of the creature.
</onlyinclude>{{Sidebar|Haggling|Haggling slows the game down and puts the whole spotlight on a single player while it is happening, but it is common in the period and people want to do it. This ability can be used as a way to hurry the process along to acceptable levels. It is presented here as a sidebar instead of actual rules because some DMs really don't like that sort of thing. You should confirm with your DM that they are willing to allow you to haggle with this ability before attempting it.
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You may push an agreement onto one target as a 1-minute action. This time is in addition to whatever time was required to offer the agreement in the first place, which may include quite a bit of back and forth from both sides. Once you have presented an agreement and spent the required time pressing it, you make an Affability check against a DC of 13 + the target’s CR + the target’s [[Wis]] modifier + the target’s rapport with you. Their acceptance of and feelings towards the deal are indicated in the check results below, as well as a minimum amount of time that they will abide by the various types of agreements. If you fail to live up to your part of the agreement (if any) and the target learns of your violation, they may also break the agreement regardless of the time that has passed. They may instead try to convince you to comply, depending on their temperament, the nature of the agreement, and the severity of your violation.
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If you wish to push the same agreement onto multiple targets, you must spend the 1-minute action and make a check for each of them, even if they're all allied. You make a check against each target individually. Note that if you succeed on pushing an agreement onto a portion of a group, you may still wind up with the whole of the group going along with the agreement. This generally happens when you convince a leader or a majority of the group to accept your agreement. While this can get an agreement in place, it won’t stop unconvinced members from attempting to sabotage or obstruct the agreement if they are sufficiently opposed to it. You will almost always have better results if you offer a better deal or convince more people of the merits of your plan (regardless of its actual merits).
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'''Special:''' If you propose an agreement or a course of action that the other party accepts without pressing or falsehood, no check is allowed. Because no check is needed. When both parties agree to a deal, there is no need to push it and no need for a period of compliance, since both parties will want to uphold it anyway. If you discern that a target is lying about their intent to complete an agreement, you may push it normally, of course.
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{{ToP Check Result
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|dc=13 + target’s CR + target’s [[Wisdom]] mod + target’s rapport modifier
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|dc+10=They agree to the deal, and feel pretty good about it regardless of how opposed they were initially. They will stick to the terms of the agreement until completed unless given new and substantial reasons to abandon them.
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|dc+5=They agree to the deal, and feel pretty good about it for a while. They stick to the terms of an agreement for a minimum of 1 day. After this time, they are no longer bound to uphold it, and they may break, distort, or attempt to re-negotiate the deal if they have reason to, such as agreeing to a repugnant deal.
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|dc+0=They agree to the deal, and feel pretty good about it at first. They will stick to the terms of an agreement for a minimum of 8 hours. After this time, they are no longer bound to uphold it, and they may break, distort, or attempt to re-negotiate the deal if they have reason to, such as agreeing to a repugnant deal. Additionally, their rapport with you decreases one degree if you pushed a repugnant deal.
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|dc-1=They agree to a favorable or acceptable deal, and feel ok about it at first. They will stick to the terms of an agreement for a minimum of 1 hour. After this time, they are no longer bound to uphold it, and they may break, distort, or attempt to re-negotiate the deal if they have reason to. Additionally, their rapport with you decreases one degree after this time if you pushed a tolerable deal. If you instead offered a repugnant agreement, they refuse the deal outright.
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|dc-6=They refuse the deal, regardless of its terms. New terms must be proposed if a deal is to be reached, and they should generally be better for the other side. If you offered a tolerable or repugnant agreement, their rapport with you shifts negatively one degree.
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}}
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{{Underbar|Haggling
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|Haggling is common in the genre and people want to be able to do it, and this ability seems like it would be a good fit for haggling. Its primary function is to get people to agree to things that they wouldn’t normally agree to, after all... and merchants normally wouldn't agree to give discounts, now, would they? But haggling for every item also slows the game down substantially, offers a gear advantage similar to crafting all of your own stuff, and puts the spotlight on a single player while it is happening. As a result, it can be somewhat problematic for games. So while this skill ability can perform the function, it is not a core function of the ability. Instead, it is an optional use of this ability; you should confirm with your DM whether haggling of any sort will be allowed in the game.
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If allowed, any attempt to buy an item for less than or equal to what it cost the merchant, or to sell an item to a merchant for more than or equal to what they could re-sell it for, is considered a repugnant agreement. A discount or increase that lies no more than halfway between the market price and the cost price (25% for most magical gear) is considered a tolerable agreement. There is no favorable agreement, since haggling, by definition, costs the merchant money if he agrees to sell at a lower price or buy at a higher price. Once you have determined the type of deal and are ready to make a check, you use the higher of the merchant's CR or the item’s level to determine the DC of this check.
  
If haggling is allowed, you may use this skill ability to talk merchants into buying your gear for more money than they normally would and selling you their own merchandise for less than they normally would. In those cases you may simply offer a price and make a check against it. The seller may use the item level of the piece in question in place of their own level. Each 10% change in price that is not in their favor is considered a +2 unfavorability penalty to the DC of this check. In no case can you haggle an item to below 60% of its actual price, nor can you talk a merchant into buying something used from you for more than 60% of its actual price. By making this check you agree to buy the item at full price if you fail the check, so you can not make a haggle check for items you can not afford at full price. Similarly, you agree to accept the initial offer if you fail in your attempt to drive up the cost. While this isn't how most haggling negotiations go in life, it is the only mechanical way to keep players from just always pushing for the biggest gain and splitting the difference if they fail.}}<onlyinclude>Sometimes you can present an agreement, and the other party remains hesitant to accept it. Maybe you have to talk people into going along with a crazy plan or otherwise helping you out when they don’t really want to, or maybe they’re just being indecisive. You’re able to push them a bit, getting people to agree when they otherwise might not, just because you’re a nice likeable guy.</onlyinclude> This action requires five full-round actions worth of conversation, which can only occur after an agreement has been ironed out that both sides would at least consider. Any offer or counter offer that you push on someone has to be something they could consider agreeing to in general or it is disregarded. You can’t push someone to do something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest.
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If you make this check and fail, you simply buy the item for full price instead of making another attempt. While this is not the way a normal haggling attempt would proceed, it works as a way of keeping the haggling checks from taking up too much time.}}<onlyinclude>
  
After spending a minute talking them into it, make an affability check against a DC of 10 + their CR + their Wis modifier, + an additional modifier based on the terms of the agreement. Agreements the target has reason to believe are very favorable to them can decrease the DC by up to -10, while bargains they might believe are unfavorable may increase it by up to +10, at the DM’s discretion. You know what the check DC is before you attempt it, and your check against this DC is modified by their attitude towards you as indicated on the table above. Their acceptance of and feelings towards the deal are indicated in the check results below.
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===Minimum Rank 2 Uses===
  
Note: This skill may be used on a player by an NPC at some point, especially if the players are being indecisive. In those cases, you should accept that everybody gets fast talked once in a while, and that it might happen to your character once in a while too. An NPC successfully using this ability on you is not very different from one using the [[SRD:Suggestion|''suggestion'']] spell, except that they can’t force you to do objectionable things. You should just roll with it, treating the NPC appropriately based on how well they convinced you to participate.
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====[[Tome of Prowess (3.5e Sourcebook)/Affability#Improve Rapport|Improve Rapport]]====
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You know how to win friends and influence people, and a smile or kind word from you can melt even the coldest heart. With a bit of time, you can get people to like you more than they otherwise would. This is a natural shift in rapport, one that is not magically enforced. If you mistreat or disappoint a person after changing their rapport with you, they are likely to respond more negatively than before. After all, no one likes false friends.</onlyinclude>
  
'''Base DC:''' 10 + CR + Wis mod<br>
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Use of this ability is a 10-minute action, which must be spent in uninterrupted conversation or shared activity with a creature. The activity or conversation can change as the result of outside circumstances, but it must continue for the full 10 minutes or you must start over at a later time. At the end of that time, you make an Affability check against a DC of 13 + the target’s CR + the target’s [[Wis]] modifier + the target’s negative [[#Rapport|rapport]] with you, if any. (It is harder to make someone like you when they already dislike you, but not easier to make them like you more when they already like you.) The degree to which you improve your rapport with them is determined by your check result. (Note that a negative rapport is one that applies a ''positive'' modifier to the DC.)
'''Check Result:'''
 
*DC+10 and above: They agree to the deal, and do not look unkindly on it regardless of the favorability of it.
 
*DC+5 to DC+9: They agree to the deal, and do not look unkindly on it unless it was particularly unfavorable.
 
*DC+0 to DC+4: They agree to the deal, but may feel taken advantage of if it was an unfavorable arrangement. The actual terms of the deal dictate how the target feels about the character in the future.
 
*DC-1 to DC-5: They agree to the deal, but feel poorly towards it regardless of the favorability of it. Target may become less friendly towards the character, feeling pushed into a deal that they didn’t really want to make.
 
*DC-6 and below: They refuse the deal, regardless of its terms. No one likes a pushy salesman. New terms must be agreed to if a deal is to be reached, and they should generally be better for the other side.<onlyinclude>
 
  
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If you are attempting to improve your standing with multiple targets, you must spend the required time with each target and check against them individually. Your check is compared against each of their individual DCs, affecting those with a lower CR first. If you succeed on getting a portion of the group to like you, however, the rest may accept you more readily, even if you do not attempt to gain their favor as well. If you are worried about saying something terrible in front of a well-regarded individual, you can instead impress their friends and allow them to speak well of you.
  
===Rank 4 Uses===
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You may not retry this check on a creature during the same encounter, but you may use it on someone multiple times over multiple meetings. If you use this ability on a person who remembers you in a later encounter, their actual rapport modifier is replaced by a +5 DC penalty if it would be worse than their normal rapport modifier. It is difficult to remake a strong impression, after all.
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Let’s Not Be Hasty|Let’s Not Be Hasty]]====
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'''Special:''' If you spend a lot of time with a creature and get on well with them, no check is allowed. Because no check is needed. Spending a large amount of time with a creature should improve your rapport with them naturally, to whatever maximum makes sense in context. A night carousing or working together harmoniously to complete a project really does make people like each other more, even when they're not good at becoming friends normally. If you discern that they are only faking their growing rapport with you or just not warming up as quickly as you'd like, you may use this ability as normal.
Sometimes people try to stab you before you can give them a reason not to. With just a moment, a smile, and a well turned phrase you can delay a hostile creature from attacking you and your allies. Delay is the key word here, as you can not hold an opponent back from attacking you if he has already started doing it, or if he knows that you’ve already started attacking him.</onlyinclude> You may include up to one additional person per rank in affability, though they must also be not yet engaged in the fight.  
 
  
Using this ability is a standard action, allowing you to make an affability check against a DC of 10 + the highest of your opponents' level + Cha modifier totals. A target can always choose to replace this base DC with an Intimidation check, though they must stick with the result even if it is lower than the base DC would otherwise be. Each subsequent check this encounter increases the DC by +2.  
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{{ToP Check Result
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|dc=13 + the target’s CR + the target’s Wisdom modifier + the target’s negative rapport with you, if any
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|dc+10=You positively shift their rapport with you up to 3 steps, but no farther than helpful. You cannot shift a rapport to devoted in this fashion.
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|dc+5=You positively shift their rapport with you up to 2 steps, but no farther than helpful. You cannot shift a rapport to devoted in this fashion.
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|dc+0=You positively shift their rapport with you up to 1 step, but no farther than helpful. You cannot shift a rapport to devoted in this fashion.
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|dc-1=You fail to shift their rapport at all.
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|dc-6=You say something that they take absolutely the wrong way and negatively shift their rapport with you 1 step, but no farther than hateful. You cannot shift a rapport to murderous in this fashion.
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}}<onlyinclude>
  
If you succeed, as indicated in the check results below, you give your opponents pause and they will not approach within 10 feet or attack immediately on their turn. If you wish to delay them after that point, you must succeed on the check again on your next turn or give them some other reason not to attack, such that they change their mind on their own. Any obvious attempt at escape as well as any obviously aggressive action by you or your affected allies automatically ends this effect, leaving your attackers free to do as they like.
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===Minimum Rank 4 Uses===
  
'''Base DC:''' 10 + Character Level + Wis mod, +2 for each prior check this encounter<br>
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====[[Tome of Prowess (3.5e Sourcebook)/Affability#Delay Aggression|Delay Aggression]]====
'''Check Result:'''
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Sometimes people try to stab you before you can give them a reason not to. You can delay a hostile creature from attacking you and your allies with just a well-turned phrase. "Delay" is the key word here, as it does not last long and you may not hold an opponent back once the attack has begun.</onlyinclude>  
*DC+10 and above: Your opponents aren't really sure how to proceed with your group. They don't even try to encircle or glare at you. This effect lasts up to 4 rounds, as long as you don't take any offensive actions or attempt to flee.
 
*DC+5 to DC+9: Your opponents do not attack you this round or the next. They might circle around you, glare menacingly and taunt you, or just go attack something else, but they don’t take any offensive action against you or your non-participating allies this round or the next unless you attack them first or attempt to flee.
 
*DC+0 to DC+4: Your opponents do not attack you this round. They may circle you or threaten you, but they don’t take any offensive action against you or your party unless you attack them first or attempt to flee.
 
*DC-1 and below: If their intent was to bring violence to you, that is what your opponents do.<onlyinclude>
 
  
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Use of this ability is a standard action. Make an Affability check. The DC for this check is 13 + the EL of the opposing group + the worst rapport with you in the target group. If any leaders of the group have a morale bonus or penalty to [[SRD:Saving Throw|saves]] or [[SRD:Attack Roll|attacks]], that is also added to the DC. You affect members of the group based on your check result, as indicated below, starting with those members with the lowest CR first. A creature that has already been attacked by you or your allies, or who has already begun to attack you or your allies, is immune to this ability for the remainder of the encounter. They still count as part of the group for the purposes of determining its EL, however, and are affected before any creatures with higher CR.
  
===Rank 6 Uses===
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Affected targets pause their aggression for 2 rounds. Affected targets will not approach within 30 feet (or approach further if they are already within this distance) or take offensive action on their turn. They may take defensive or support actions, however, including maneuvering for position, healing, buffing, and so on. If you wish to delay them after that point, you must succeed on an additional check on your next turn or give them some other reason not to attack, such that they change their mind on their own. Any obvious attempt at escape as well as any obviously aggressive action by you or your affected allies automatically ends this delay, leaving your potential attackers free to do as they like.
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Seriously Likeable|Seriously Likeable]]====
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{{ToP Check Result
A smile and kind word from you can melt even the coldest heart. With 10 minutes of interaction and an affability check, you can positively change the attitude of your target towards yourself or another person or group. This shift is a natural shift in attitude, and is not enforced by anything. If you mistreat or disappoint a person while their attitude has been changed, they are likely to respond more negatively than before. Even if you don’t mistreat the person, their attitude will likely revert back to its original level unless you spend time earning it.</onlyinclude> The base DC for this check is 10 + their CR + their Wis modifier. The DC is is increased by 2 if you attempt to shift the target’s attitude for someone else. Your check result is modified by their attitude towards you, as indicated in the table above. You can use this ability with small groups of people, affecting up to 1 target per 3 ranks in affability, though you only make one check result to compare against each of their individual DCs.
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|dc=13 + the EL of the opposing group + the worst rapport with you in the target group, + relevant morale modifiers
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|dc+10=You cause all creatures in the group with a CR no greater than your CR to delay their aggression for 2 rounds.
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|dc+5=You cause all creatures in the group with a CR no greater than your CR &minus; 1 to delay their aggression for 2 rounds.
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|dc+0=You cause all creatures in the group with a CR no greater than your CR &minus; 2 to delay their aggression for 2 rounds.
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|dc-1=You cause creatures in the group with a CR no greater than your CR &minus; 4 to delay their aggression for a round, but may not affect more than half of the group.
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|dc-6=You fail to affect anyone at all. If their intent was to bring violence to you, that is what your opponents do.
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}}<onlyinclude>
  
You may not retry this check during the same encounter, but you may use it on someone multiple times over multiple meetings. It is very difficult, however, to repeat the effect and make progress with someone you have previously used this ability on. After the initial time you use this on a person, they are treated as Hostile for purposes of this check (though their actual attitude towards you may be different). Note that this shift in attitude does not stack with the shift gained from the [[Tome of Prowess (3.5e Sourcebook)/Affability#Campaigner|Campaigner]] ability. You can not improve the attitude of an individual with the Campaigner ability any further if you have already improved it with this ability.
 
  
'''Base DC:''' 10 + Character Level + Wis mod, +2 if attempting to shift target’s attitude towards another person<br>
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===Minimum Rank 6 Uses===
'''Check Result:'''
 
*DC+10 and above: You shift their attitude 3 steps in the positive direction. You can not shift an attitude beyond helpful.
 
*DC+5 to DC+9: You shift their attitude 2 steps in the positive direction. You can not shift an attitude beyond helpful.
 
*DC+0 to DC+4: You shift their attitude 1 steps in the positive direction. You can not shift an attitude beyond helpful.
 
*DC-1 to DC-5: You fail to shift their attitude at all.
 
*DC-6 and below: You say something that they take absolutely the wrong way and shift their attitude 1 step in the negative direction. You can not shift an attitude beyond hostile, and probably start a fight if they become hostile towards you.<onlyinclude>
 
  
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====[[Tome of Prowess (3.5e Sourcebook)/Affability#Push a Group Agreement|Push a Group Agreement]]====
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You've mastered the technique of getting multiple people to go along with a plan at the same time. When you push an agreement, you can try to push it onto a group rather than an individual.</onlyinclude> This functions as the [[Tome of Prowess (3.5e Sourcebook)/Affability#Push an Agreement|Push an Agreement]] ability, except that the DC instead becomes 13 + the group's EL + the highest Wis modifier of someone with authority in the group + the worst rapport modifier of someone in the group with authority. A successful check binds the entire group to the outcome, and will prevent any unconvinced members from trying to sabotage or obstruct the agreement.<onlyinclude>
  
===Rank 8 Uses===
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===Minimum Rank 8 Uses===
  
 
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Campaigner|Campaigner]]====
 
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Campaigner|Campaigner]]====
Crowds love listening to you, and tend to like you better afterwards. While addressing a crowd of any size, you can try to make them friendlier to yourself or another individual. The effect of this is similar to the Seriously Likeable ability, but on a wider and less personal scale.</onlyinclude> If you have 10 minutes to address a crowd, whether it’s from a podium or the chopping block, you can make an affability check against a DC of 15 + the average CR of the crowd + the average Wis modifier of the crowd. The prevailing attitude of the crowd towards you modifies check as well. If you succeed on the check, you positively change the attitude of a number of people indicated by your check result by one step. In crowds of mixed CR, you always influence the lowest CR individuals first.  
+
You don't need one-on-one interaction to convince people that you're a great person, you just need time. When you attempt to Improve Rapport, you can do so with an entire group rather than an individual.</onlyinclude> This functions as the Improve Rapport ability, except that the DC instead becomes 13 + the group's EL + the highest Wis modifier of someone with authority in the group + the worst negative rapport modifier, if any, of someone in the group with authority. A successful check adjusts your rapport with entire group as indicated in the check results.<onlyinclude>
  
You may reuse this ability on the same crowd multiple times as long as you have not failed so badly as to sour them, but no member of the crowd can be affected more than once. Later uses may be easier than earlier uses however, since the prevailing attitude of the crowd will eventually improve as you succeed. For those affected, this shift in attitude is natural and is not enforced by anything. If you mistreat or disappoint a person while their attitude has been changed, they are likely to respond more negatively than before. Even if you don’t mistreat the person, their attitude will likely revert back to its original level unless you spend time earning it.
+
===Minimum Rank 10 Uses===
  
This shift in attitude does not stack with the shift in attitude obtained from the [[Tome of Prowess (3.5e Sourcebook)/Affability#Seriously Likeable|Seriously Likeable]] ability. If you later use that ability on an individual still under the effect of this ability, reduce any positive attitude shift by one level to account for the non-stacking.
+
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Purge Aggression|Purge Aggression]]====
 +
When you successfully delay aggression, any creature you affect with a CR less than your CR &minus; 4 cease to desire to fight you at all. They won't stand aside and let you do what you like if they have reason not to, but they will resist fighting with you and may stop others on their team from fighting as well. This is a [Compulsion] effect, and will not affect creatures immune to compulsions.
  
'''Base DC:''' 15 + the average CR of the crowd + the average Wis modifier of the crowd<br>
+
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Push a Suicidal Agreement|Push a Suicidal Agreement]]====
'''Check Result:'''
+
Your tongue is so gilded you can make really terrible things sound acceptable sometimes. You may push agreements that would result in serious harm or death to a creature. These are still considered repugnant agreements. This is a [Compulsion] effect, and any save bonuses that a creature has against compulsions are added to the DC for them to accept the agreement. If they are a member of a group half that you are trying to push the agreement on, the bonus is added to their CR for the purposes of determining what the EL of their group would be.
*DC+10 and above: You shift the attitude of up to six times your ranks in affability worth of individuals by 1 step in the positive direction. You can not shift an attitude beyond helpful.
 
*DC+5 to DC+9: You shift the attitude of up to twice your ranks in affability worth of individuals by 1 step in the positive direction. You can not shift an attitude beyond helpful.
 
*DC+0 to DC+4: You shift the attitude of up to your ranks in affability worth of individuals by 1 step in the positive direction. You can not shift an attitude beyond helpful.
 
*DC-1 to DC-5: You fail to shift the attitude of anyone in the crowd.
 
*DC-6 and below: You fail at working the crowd, and shift the prevailing attitude of the crowd one step negatively. This is not a shift in individual attitudes and will pass quickly, but for now they are less warm to you and your cause than they were before. You may not use the campaigner ability again on this crowd.<onlyinclude>
 
  
 
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Voice of Serenity|Voice of Serenity]]====
 
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Voice of Serenity|Voice of Serenity]]====
When you turn on the charm, marshals find it hard to inspire either courage or ire against you and even berserkers find you difficult to hate. You can counter morale effects and rage and anger effects just by talking to your foes.</onlyinclude> As a standard action, you can make an affability check against the effect’s save DC + the effect’s level (in the case of spells like Mindless Rage or Bless) or 10 + the effect user’s character level + the effect user’s Chr modifier (in the case of class abilities like Rage or Inspire Courage). You do '''not''' suffer a penalty to your roll based on the target's attitude towards you. If you succeed on the check, you suppress the ability as indicated in the check result table below. You can affect up to 1 target per 2 ranks in affability, but you compare your roll to the DCs for each effect to see which are suppressed and which are not.
+
It really is hard to get or stay mad at you, and your voice can calm even the most chaotic of minds. When you turn on the charm, marshals find it hard to inspire either courage or ire against you and even berserkers find you difficult to hate. You can counter morale, emotion, and confusion effects just by talking.</onlyinclude>
  
You may use both this ability and the [[Tome of Prowess (3.5e Sourcebook)/Affability#Let’s Not Be Hasty|Let’s Not Be Hasty]] ability as part of the same standard action. When you are using both abilities at the same time, you only make one roll and compare it against all target DCs.
+
As a standard action, you can make an Affability check to suppress morale, rage, confusion, fascination, or other emotion effects on other creatures within a radius of 15' plus 5' per two ranks you possess in Affability. Effects that you benefit from or suffer are excluded from this, but otherwise all effects in range are targets of this ability, including friendly effects. Each effect has a DC equal to its save DC + its level in the case of spells like Mindless Rage or Bless, or 10 + the effect user’s character level + the effect user’s Cha modifier in the case of class abilities like Rage or Inspire Courage that otherwise have no save. You make only a single check, and compare it to each DC to determine if and how well the ability has been suppressed as shown on the table below.
  
'''Base DC:''' Effect Save DC + Effect level, or 10 + User’s Character Level + Cha mod<br>
+
{{ToP Check Result
'''Check Result:'''
+
|dc= effect save DC + effect level, or 10 + initiator’s CR + initiator’s Charisma modifier
*DC+10 and above: You suppress the effect for 3 rounds without additional checks or actions, at the end of which it is dispelled effect on your targets. If they wish to regain the lost benefit they must reuse the ability, recast the spell, or otherwise restart its effects. This probably makes them sad. Anyone freed from an effect with this ability is considered to have made a save against it.
+
|dc+10= You dispel the effect completely, and the target of the effect may not suffer it again for 3 full rounds.
*DC+5 to DC+9: You suppress the effect in your targets for this round, and may continue suppressing it for up to two additional rounds without an additional check. You must spend a swift action in the additional rounds to keep the effects suppressed. At the end of that time the effects return if their duration has not expired, though you may make a new check as a standard action to suppress them again.
+
|dc+5= You suppress the effect for 1 round, and may continue suppressing it for up to 2 additional rounds without an additional check by spending a swift action. At the end of that time, the effects return if its duration has not expired, though you may make a new check as a standard action to suppress them again.
*DC+0 to DC+4: You suppress the effect in your targets for this round. Next round the effects return if their duration has not expired, though you may make a new check as a standard action to suppress them again.
+
|dc+0= You suppress the effect for 1 round. Next round, the effect returns if its duration has not expired, though you may make a new check as a standard action to suppress them again.
*DC-1 to DC-5: You fail to affect the ability this round, but may try again next round if you like.
+
|dc-1= You fail to suppress the effect for any period of time.
*DC-6 and below: After planting your foot firmly in your mouth, you become unable to affect this instance of the ability at all. Any further retries are futile, and you should really find something else to do with your actions next round.<onlyinclude>
+
|dc-6= You not only fail to suppress the effect, but also plant your foot firmly in your mouth and become unable to affect this instance of it at all. Any further retries against this instance of the effect are automatic failures.
 +
}}<onlyinclude>
  
 +
===Minimum Rank 12 Uses===
  
===Rank 12 Uses===
+
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Call of Serenity|Call of Serenity]]====
 +
You can direct your calming voice to desired targets, rather than letting it wash over those nearest you. When you use Voice of Serenity, you can affect all creatures in a cone out to 10' per rank in Affability, instead of the normal area.
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Do it for Me, Please|Do it for Me, Please]]====
+
===Minimum Rank 14 Uses===
Sometimes people walk off buildings, just because you asked nicely. This is similar to your [[Tome of Prowess (3.5e Sourcebook)/Affability#Push an Agreement|Push an Agreement]] ability, except that you can convince people to do things against their natures or that are suicidal.</onlyinclude> The DC for this check is 10 + their CR + their wis mod. Your check result is modified by their attitude towards you and towards your request. If you are asking someone to do something that is just against their nature, their attitude towards you temporarily moves one step negative. If you are asking someone to do something obviously suicidal, their attitude towards you temporarily moves two steps more negative. These temporary shifts likely become permanent shifts, as determined by your check result. So while it isn’t especially difficult to get them to fulfill your request, it is hard to make them continue liking you afterwards.
 
  
'''Base DC:''' 10 + Character Level + Wis mod<br>
+
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Purge Enmity|Purge Enmity]]====
'''Check Result:'''
+
You can build someone up and show them what a great person you are even in the middle of talking them out of the grievous bodily harm they would suffer by fighting you. Creatures with a CR less than your CR - 6 have their rapport shifted positively by one degree, to a maximum of friendly. They don’t necessarily become your ally, but they may try to convince any remaining hostile members of the group to just let you go about your business. This is a [Charm] effect, and will not affect creatures immune to charms.
*DC+10 and above: They perform your request. The shift in attitude as a result of your request, while permanent, is reduced by two steps. Yes, this really means that you could ask someone to steal for you and they would like you more for it afterwards. People are weird like that.
 
*DC+5 to DC+9: They perform your request. The shift in attitude as a result of your request, while permanent, is reduced by one step.
 
*DC+0 to DC+4: They perform your request, but the shift in attitude based on it is permanent.
 
*DC-1 to DC-5: They refuse to fulfill your request. Their attitude towards you shifts negatively one step.
 
*DC-6 and below: They refuse to perform the task you ask of them, and their attitude towards you immediately shifts to unfriendly. If it was already unfriendly, it shifts to hostile. If it was already hostile it stays there, but they like you even less. Avoiding dark alleys with them is recommended.
 
  
  
 
----
 
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{{3.5e Tome of Prowess Breadcrumb/Skills}}
 
{{3.5e Tome of Prowess Breadcrumb/Skills}}

Latest revision as of 17:29, 15 November 2017

Affability[edit]

Affability is a social skill. It allows you to influence how people feel about you, and use their fondness for you to push them a bit farther than they would go for others. Those with exceptional skill in Affability can talk others out of blinding rages or into potentially suicidal actions.

Key Attribute: Charisma

DC Modifiers[edit]

Target Rapport Example DC Modifier
Murderous Vitriolically hates you, and tries to murder you on sight. If forced into conversation, is more likely to scream at you than say something.
May stalk you, looking for an opportunity to strike you down.
+9
Hateful Hates you and would probably frame or stab you if they could get away with it. +6
Unfriendly Dislikes you and would passively frustrate your goals. +3
Indifferent Has no inclination to help or hinder you. +0
Friendly Likes you and would assist you if it’s convenient. −3
Helpful Likes you and would assist you just because you asked. −6
Devoted Is devoted to you and tries to assist you without being asked. Actual “assistance” may not be particularly helpful.
May stalk you, looking for an opportunity to help.
−9
Relationship vs. Nature

The above rapport options reflect a personal relationship with another creature. The actions of any particular creature towards you are going to be strongly influenced by their intelligence level and their alignment in addition to their rapport with you. A helpful evil character may still stab you, and a murderous good one may still stop you from being stabbed. A helpful chaotic character may go out of their way to make your life interesting, even when you don’t want it to be, while a hateful lawful character may bend the rules to worsen otherwise trivial bureaucratic roadblocks for you. In short, these rapport values help determine what the creature does within the bounds of their temperament and duty towards you, not determine their actions towards you universally or reflect the actions they are taking against you right now.

Similarly, creatures that don’t have a personal relationship with you don’t necessarily have a rapport that matches up with the actions they’re taking against you. Just because a creature attacks you on sight does not mean that their rapport with you is murderous, especially if they've never met you before. It is much more likely that they have standing orders to fire at those who cross the border, that they’re evil and they felt like picking on you, that they’re a brigand trying to rob you to make a living, or some other “business as usual” reason. And in each of these cases, their rapport with you would likely be indifferent or unfriendly. If there happens to be a strong racial enmity between your race and theirs, their rapport with you might be hateful. But they are extremely unlikely to be murderous towards you, as the emotions that power a hate stalker are very focused.

As a general rule, you should expect bandits to be indifferent, guards defending their home from armed invaders to be unfriendly, racial enemies with long-standing feuds to be hateful, and only the poor barkeep that you personally drove over the edge when you ruined their life (intentionally or otherwise) to be murderous. These rapport values allow you to use these skill abilities to talk yourself out of fights and make friends of those who would be your enemy because of circumstance as opposed to personal reasons. Remember, when it comes to rapport, the question your DM should be asking is “how does this creature feel about the character” and not “what is this creature doing to the character”.

Check Modifiers[edit]

Condition Check Modifier
Rushing a 10-minute action to a 1-minute action −10
Rushing a 1-minute action to a 5-round action −5
Rushing a 5-round action to a 2-round action −5
Rushing a 2-round action to a 1-round action −5
Rushing a 1-round action to a full-round action −3
Rushing a full-round action to a standard action −2
Rushing a standard action to a move action −2
Rushing a standard or move action to a swift action −5
Do not share a language with the target −5

Minimum Rank 0 Uses[edit]

Push an Agreement[edit]

Sometimes you can present an agreement or offer that the other party is hesitant to accept. Maybe you have to talk people into going along with a crazy plan or otherwise helping you out when they don’t really want to, or maybe they’re just being indecisive. You can push them a bit and get people to agree when they otherwise might not, just because you’re a nice guy who knows how to talk to people.

Agreements that you push will fall into one of three categories for the target: favorable, tolerable, or repugnant. A favorable agreement is one that the target would accept happily, but has some minor reason not to do so immediately. You may need to push a favorable agreement on a target that is looking for a better deal than the one offered, a target that wants to discuss the agreement with others first, or a target that does not understand why it is in their favor. A step down from an favorable agreement is a tolerable one. These agreements must be something the target would consider agreeing to, even if it’s not something that would make them happy. Most hard-fought real compromises (political and otherwise) fall into this category. A tolerable agreement cannot involve the target knowingly doing something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest. Repugnant agreements contain those that are obviously somewhat self-destructive, against the target's nature, or otherwise something that they would strongly object to. These are the sorts of things that people simply don’t agree to unless tricked or pushed. You may not push an agreement that would obviously result in the death of the creature.

You may push an agreement onto one target as a 1-minute action. This time is in addition to whatever time was required to offer the agreement in the first place, which may include quite a bit of back and forth from both sides. Once you have presented an agreement and spent the required time pressing it, you make an Affability check against a DC of 13 + the target’s CR + the target’s Wis modifier + the target’s rapport with you. Their acceptance of and feelings towards the deal are indicated in the check results below, as well as a minimum amount of time that they will abide by the various types of agreements. If you fail to live up to your part of the agreement (if any) and the target learns of your violation, they may also break the agreement regardless of the time that has passed. They may instead try to convince you to comply, depending on their temperament, the nature of the agreement, and the severity of your violation.

If you wish to push the same agreement onto multiple targets, you must spend the 1-minute action and make a check for each of them, even if they're all allied. You make a check against each target individually. Note that if you succeed on pushing an agreement onto a portion of a group, you may still wind up with the whole of the group going along with the agreement. This generally happens when you convince a leader or a majority of the group to accept your agreement. While this can get an agreement in place, it won’t stop unconvinced members from attempting to sabotage or obstruct the agreement if they are sufficiently opposed to it. You will almost always have better results if you offer a better deal or convince more people of the merits of your plan (regardless of its actual merits).

Special: If you propose an agreement or a course of action that the other party accepts without pressing or falsehood, no check is allowed. Because no check is needed. When both parties agree to a deal, there is no need to push it and no need for a period of compliance, since both parties will want to uphold it anyway. If you discern that a target is lying about their intent to complete an agreement, you may push it normally, of course.

DC: 13 + target’s CR + target’s Wisdom mod + target’s rapport modifier
Check Result 
DC+10 and above They agree to the deal, and feel pretty good about it regardless of how opposed they were initially. They will stick to the terms of the agreement until completed unless given new and substantial reasons to abandon them. 
DC+5 to DC+9 They agree to the deal, and feel pretty good about it for a while. They stick to the terms of an agreement for a minimum of 1 day. After this time, they are no longer bound to uphold it, and they may break, distort, or attempt to re-negotiate the deal if they have reason to, such as agreeing to a repugnant deal. 
DC+0 to DC+4 They agree to the deal, and feel pretty good about it at first. They will stick to the terms of an agreement for a minimum of 8 hours. After this time, they are no longer bound to uphold it, and they may break, distort, or attempt to re-negotiate the deal if they have reason to, such as agreeing to a repugnant deal. Additionally, their rapport with you decreases one degree if you pushed a repugnant deal. 
DC-1 to DC-5 They agree to a favorable or acceptable deal, and feel ok about it at first. They will stick to the terms of an agreement for a minimum of 1 hour. After this time, they are no longer bound to uphold it, and they may break, distort, or attempt to re-negotiate the deal if they have reason to. Additionally, their rapport with you decreases one degree after this time if you pushed a tolerable deal. If you instead offered a repugnant agreement, they refuse the deal outright. 
DC-6 and below They refuse the deal, regardless of its terms. New terms must be proposed if a deal is to be reached, and they should generally be better for the other side. If you offered a tolerable or repugnant agreement, their rapport with you shifts negatively one degree.
Haggling

Haggling is common in the genre and people want to be able to do it, and this ability seems like it would be a good fit for haggling. Its primary function is to get people to agree to things that they wouldn’t normally agree to, after all... and merchants normally wouldn't agree to give discounts, now, would they? But haggling for every item also slows the game down substantially, offers a gear advantage similar to crafting all of your own stuff, and puts the spotlight on a single player while it is happening. As a result, it can be somewhat problematic for games. So while this skill ability can perform the function, it is not a core function of the ability. Instead, it is an optional use of this ability; you should confirm with your DM whether haggling of any sort will be allowed in the game.

If allowed, any attempt to buy an item for less than or equal to what it cost the merchant, or to sell an item to a merchant for more than or equal to what they could re-sell it for, is considered a repugnant agreement. A discount or increase that lies no more than halfway between the market price and the cost price (25% for most magical gear) is considered a tolerable agreement. There is no favorable agreement, since haggling, by definition, costs the merchant money if he agrees to sell at a lower price or buy at a higher price. Once you have determined the type of deal and are ready to make a check, you use the higher of the merchant's CR or the item’s level to determine the DC of this check.

If you make this check and fail, you simply buy the item for full price instead of making another attempt. While this is not the way a normal haggling attempt would proceed, it works as a way of keeping the haggling checks from taking up too much time.

Minimum Rank 2 Uses[edit]

Improve Rapport[edit]

You know how to win friends and influence people, and a smile or kind word from you can melt even the coldest heart. With a bit of time, you can get people to like you more than they otherwise would. This is a natural shift in rapport, one that is not magically enforced. If you mistreat or disappoint a person after changing their rapport with you, they are likely to respond more negatively than before. After all, no one likes false friends.

Use of this ability is a 10-minute action, which must be spent in uninterrupted conversation or shared activity with a creature. The activity or conversation can change as the result of outside circumstances, but it must continue for the full 10 minutes or you must start over at a later time. At the end of that time, you make an Affability check against a DC of 13 + the target’s CR + the target’s Wis modifier + the target’s negative rapport with you, if any. (It is harder to make someone like you when they already dislike you, but not easier to make them like you more when they already like you.) The degree to which you improve your rapport with them is determined by your check result. (Note that a negative rapport is one that applies a positive modifier to the DC.)

If you are attempting to improve your standing with multiple targets, you must spend the required time with each target and check against them individually. Your check is compared against each of their individual DCs, affecting those with a lower CR first. If you succeed on getting a portion of the group to like you, however, the rest may accept you more readily, even if you do not attempt to gain their favor as well. If you are worried about saying something terrible in front of a well-regarded individual, you can instead impress their friends and allow them to speak well of you.

You may not retry this check on a creature during the same encounter, but you may use it on someone multiple times over multiple meetings. If you use this ability on a person who remembers you in a later encounter, their actual rapport modifier is replaced by a +5 DC penalty if it would be worse than their normal rapport modifier. It is difficult to remake a strong impression, after all.

Special: If you spend a lot of time with a creature and get on well with them, no check is allowed. Because no check is needed. Spending a large amount of time with a creature should improve your rapport with them naturally, to whatever maximum makes sense in context. A night carousing or working together harmoniously to complete a project really does make people like each other more, even when they're not good at becoming friends normally. If you discern that they are only faking their growing rapport with you or just not warming up as quickly as you'd like, you may use this ability as normal.

DC: 13 + the target’s CR + the target’s Wisdom modifier + the target’s negative rapport with you, if any
Check Result 
DC+10 and above You positively shift their rapport with you up to 3 steps, but no farther than helpful. You cannot shift a rapport to devoted in this fashion. 
DC+5 to DC+9 You positively shift their rapport with you up to 2 steps, but no farther than helpful. You cannot shift a rapport to devoted in this fashion. 
DC+0 to DC+4 You positively shift their rapport with you up to 1 step, but no farther than helpful. You cannot shift a rapport to devoted in this fashion. 
DC-1 to DC-5 You fail to shift their rapport at all. 
DC-6 and below You say something that they take absolutely the wrong way and negatively shift their rapport with you 1 step, but no farther than hateful. You cannot shift a rapport to murderous in this fashion.

Minimum Rank 4 Uses[edit]

Delay Aggression[edit]

Sometimes people try to stab you before you can give them a reason not to. You can delay a hostile creature from attacking you and your allies with just a well-turned phrase. "Delay" is the key word here, as it does not last long and you may not hold an opponent back once the attack has begun.

Use of this ability is a standard action. Make an Affability check. The DC for this check is 13 + the EL of the opposing group + the worst rapport with you in the target group. If any leaders of the group have a morale bonus or penalty to saves or attacks, that is also added to the DC. You affect members of the group based on your check result, as indicated below, starting with those members with the lowest CR first. A creature that has already been attacked by you or your allies, or who has already begun to attack you or your allies, is immune to this ability for the remainder of the encounter. They still count as part of the group for the purposes of determining its EL, however, and are affected before any creatures with higher CR.

Affected targets pause their aggression for 2 rounds. Affected targets will not approach within 30 feet (or approach further if they are already within this distance) or take offensive action on their turn. They may take defensive or support actions, however, including maneuvering for position, healing, buffing, and so on. If you wish to delay them after that point, you must succeed on an additional check on your next turn or give them some other reason not to attack, such that they change their mind on their own. Any obvious attempt at escape as well as any obviously aggressive action by you or your affected allies automatically ends this delay, leaving your potential attackers free to do as they like.

DC: 13 + the EL of the opposing group + the worst rapport with you in the target group, + relevant morale modifiers
Check Result 
DC+10 and above You cause all creatures in the group with a CR no greater than your CR to delay their aggression for 2 rounds. 
DC+5 to DC+9 You cause all creatures in the group with a CR no greater than your CR − 1 to delay their aggression for 2 rounds. 
DC+0 to DC+4 You cause all creatures in the group with a CR no greater than your CR − 2 to delay their aggression for 2 rounds. 
DC-1 to DC-5 You cause creatures in the group with a CR no greater than your CR − 4 to delay their aggression for a round, but may not affect more than half of the group. 
DC-6 and below You fail to affect anyone at all. If their intent was to bring violence to you, that is what your opponents do.


Minimum Rank 6 Uses[edit]

Push a Group Agreement[edit]

You've mastered the technique of getting multiple people to go along with a plan at the same time. When you push an agreement, you can try to push it onto a group rather than an individual. This functions as the Push an Agreement ability, except that the DC instead becomes 13 + the group's EL + the highest Wis modifier of someone with authority in the group + the worst rapport modifier of someone in the group with authority. A successful check binds the entire group to the outcome, and will prevent any unconvinced members from trying to sabotage or obstruct the agreement.

Minimum Rank 8 Uses[edit]

Campaigner[edit]

You don't need one-on-one interaction to convince people that you're a great person, you just need time. When you attempt to Improve Rapport, you can do so with an entire group rather than an individual. This functions as the Improve Rapport ability, except that the DC instead becomes 13 + the group's EL + the highest Wis modifier of someone with authority in the group + the worst negative rapport modifier, if any, of someone in the group with authority. A successful check adjusts your rapport with entire group as indicated in the check results.

Minimum Rank 10 Uses[edit]

Purge Aggression[edit]

When you successfully delay aggression, any creature you affect with a CR less than your CR − 4 cease to desire to fight you at all. They won't stand aside and let you do what you like if they have reason not to, but they will resist fighting with you and may stop others on their team from fighting as well. This is a [Compulsion] effect, and will not affect creatures immune to compulsions.

Push a Suicidal Agreement[edit]

Your tongue is so gilded you can make really terrible things sound acceptable sometimes. You may push agreements that would result in serious harm or death to a creature. These are still considered repugnant agreements. This is a [Compulsion] effect, and any save bonuses that a creature has against compulsions are added to the DC for them to accept the agreement. If they are a member of a group half that you are trying to push the agreement on, the bonus is added to their CR for the purposes of determining what the EL of their group would be.

Voice of Serenity[edit]

It really is hard to get or stay mad at you, and your voice can calm even the most chaotic of minds. When you turn on the charm, marshals find it hard to inspire either courage or ire against you and even berserkers find you difficult to hate. You can counter morale, emotion, and confusion effects just by talking.

As a standard action, you can make an Affability check to suppress morale, rage, confusion, fascination, or other emotion effects on other creatures within a radius of 15' plus 5' per two ranks you possess in Affability. Effects that you benefit from or suffer are excluded from this, but otherwise all effects in range are targets of this ability, including friendly effects. Each effect has a DC equal to its save DC + its level in the case of spells like Mindless Rage or Bless, or 10 + the effect user’s character level + the effect user’s Cha modifier in the case of class abilities like Rage or Inspire Courage that otherwise have no save. You make only a single check, and compare it to each DC to determine if and how well the ability has been suppressed as shown on the table below.

DC: effect save DC + effect level, or 10 + initiator’s CR + initiator’s Charisma modifier
Check Result 
DC+10 and above You dispel the effect completely, and the target of the effect may not suffer it again for 3 full rounds. 
DC+5 to DC+9 You suppress the effect for 1 round, and may continue suppressing it for up to 2 additional rounds without an additional check by spending a swift action. At the end of that time, the effects return if its duration has not expired, though you may make a new check as a standard action to suppress them again. 
DC+0 to DC+4 You suppress the effect for 1 round. Next round, the effect returns if its duration has not expired, though you may make a new check as a standard action to suppress them again. 
DC-1 to DC-5 You fail to suppress the effect for any period of time. 
DC-6 and below You not only fail to suppress the effect, but also plant your foot firmly in your mouth and become unable to affect this instance of it at all. Any further retries against this instance of the effect are automatic failures.

Minimum Rank 12 Uses[edit]

Call of Serenity[edit]

You can direct your calming voice to desired targets, rather than letting it wash over those nearest you. When you use Voice of Serenity, you can affect all creatures in a cone out to 10' per rank in Affability, instead of the normal area.

Minimum Rank 14 Uses[edit]

Purge Enmity[edit]

You can build someone up and show them what a great person you are even in the middle of talking them out of the grievous bodily harm they would suffer by fighting you. Creatures with a CR less than your CR - 6 have their rapport shifted positively by one degree, to a maximum of friendly. They don’t necessarily become your ally, but they may try to convince any remaining hostile members of the group to just let you go about your business. This is a [Charm] effect, and will not affect creatures immune to charms.



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