Difference between revisions of "Tome of Prowess (3.5e Sourcebook)/Affability"

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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 !! DC<br />Modifier !! Example
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! Target Rapport !! DC<br />Modifier !! Example
 
|-
 
|-
|Murderous || align="center" | +20|| Tries to murder you on sight, and is more likely to scream at you than say something.
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| Murderous || Tries to murder you on sight, and is more likely to scream at you than say something. May stalk you, looking for an opening. || align="center" | +12
 
|-
 
|-
|Hateful || align="center" | +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" | +9
 
|-
 
|-
|Unfriendly || align="center" | +10 || Dislikes you and would passively frustrate your goals.
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| Unfriendly || Dislikes you and would passively frustrate your goals. || align="center" | +6
 
|-
 
|-
|Indifferent || align="center" | +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" | +3
 
|-
 
|-
|Friendly || align="center" | +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" | +0
 
|-
 
|-
|Helpful || align="center" | -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" | -3
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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. May stalk you, looking for an opportunity to help. || align=”center” | -6
 
|}
 
|}
  
{|class="d20 zebra" style="text-align:left; width:60%;"
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{{Underbar|Nature vs. Relationship
!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 report 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. A helpful executioner may still lop off your head, even if they feel really badly about it. 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.
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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 that does not know you attacks you on sight does not mean that their rapport with you is murderous. It more likely means that their rapport with you was unfriendly and you were invading their territory, 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. If there happens to be a strong racial enmity between your race and theirs, their rapport with you might even 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, bandits should be indifferent, guards defending their home from armed invaders should be unfriendly, racial enemies with long standing feuds should be hateful, and the poor barkeep that you personally drove over the edge when you ruined their life (intentionally or otherwise) should be murderous.
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These rapport values with strangers 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, 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"
 +
! Condition !! Check Modifier
 +
| Rushing a 10 minute action to a 2 ½ minutes action || &mdash; || align=”center” | -5
 
|-
 
|-
| Rushing a 10 minute action to a 2 1/2 minute action || align="center"| -5
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| Rushing a 5 minute action to a 1 minute action || &mdash;  || align="center” | -5
 
|-
 
|-
| Rushing a 2 1/2 minute action to a 5 round action || align="center"| -5
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| Rushing a 2 ½ minute action to a 5 round action || &mdash;  || align="center” | -5
 
|-
 
|-
| Rushing a 1 minute action to a 2 round action || align="center"| -5
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| Rushing a 1 minute action to a 2 round action || &mdash; ||  align="center" | -5
 
|-
 
|-
| Rushing a 5 round action to a 1 round action || align="center"| -5
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| Rushing a 5 round action to a 1 round action || &mdash; || align="center” | -5
 
|-
 
|-
| Rushing a 2 round action to a standard action || align="center"| -5
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| Rushing a 2 round action to a standard action || &mdash; || align="center" | -5
 
|-
 
|-
| Rushing a 1 round or full-round action to a standard action || align="center"| -3
+
| Rushing a 1 round or full-round action to a standard action || &mdash; || align="center" | -3
 
|-
 
|-
| Rushing a standard action to a move action || align="center"| -2
+
| Rushing a standard action to a move action || &mdash; || align="center" | -2
 
|-
 
|-
| Rushing a standard or move action to a swift action || align="center"| -5
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| Rushing a standard or move action to a swift action || &mdash; || align="center" | -5
 
|-
 
|-
 +
| Do not share a language with the target || &mdash; || align=”center” | -5
 
|}<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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Any particular agreements will fall into one of three categories: favorable, acceptable, or unacceptable. A favorable agreement is one that the target would accept happily. You may need to push a favorable agreement on a target that is looking for a better deal than the one offered or does not understand why it is in their favor, though a sufficiently good offer will likely just be accepted without check. A step down from an acceptable 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. A tolerable agreement can not involve the target doing something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest. A repugnant agreement is one that may be against their nature, self-destructive, or anything else the target would strongly object to. These are the sorts of things that people simply don’t agree to unless tricked or pushed.
</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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The number of people you can press at any given time, the type of agreement that you can get people to agree to, and the time you have to spend doing so are all determined by your ranks in the skill. The time required to push an agreement on a target is in addition to the time required to present the agreement in the first place. Once you have presented an agreement and spent the required time pressing it, you make an Affability check against a DC of 10 + 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 are attempting to push a deal on multiple targets, the same deal is pushed on each one during a check. Your check is compared against each of their individual DCs, affecting those with a lower CR first. 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 convince more people of the merits of your plan (regardless of its actual merits).
 +
 
 +
{{ToP Check Result
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|dc=10 + 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 substantial and new reasons to abandon them.
 +
|dc+5= They agree to the deal, and feel pretty good about it for a while. They will only stick to the terms of an agreement for a maximum of 1 day, or until completed, after which time they may have second thoughts. If they agreed to a repugnant agreement, they break it immediately.
 +
|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 at least 8 hours, or until completed, after which time they may have second thoughts. If they agreed to a repugnant agreement, they break it immediately and their rapport with you decreases one degree (but not worse than the lower of hateful or their starting rapport).
 +
|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 at least 1 hour, or until completed, after which time they may have second thoughts. If they agreed to an acceptable agreement, they break it immediately and their rapport with you decreases one degree (but not worse than the lower of hateful or their starting rapport). If you offered a repugnant agreement, they refuse it immediately and their rapport with you decreases one degree (but not worse than hateful).
 +
|dc-6= They refuse the deal, regardless of its terms. If you offered an acceptable or repugnant agreement, their rapport with you shifts negatively one degree (but not worse than the lower of hateful or their starting rapport). New terms must be proposed if a deal is to be reached, and they should generally be better for the other side.
 +
}}
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 +
{{Underbar|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 like discounts that they wouldn’t normally agree to, after all. 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 relegated to a sidebar; you should confirm with your DM whether haggling of any sort will be allowed in the game as a function of this skill ability.
  
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 one minute, or ten full-round actions, worth of conversation, which can only occur after an agreement has been ironed out that both sides would at least consider agreeing to. Any offer or counter offer that you push on someone or an opposing side has to be something they could consider agreeing to in general or it is disregarded. You can’t push people to do something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest. There are no hard limits on the number of targets you can make accept an agreement with this ability, so long as they are all on the same "side" and are willing to be bound by the same terms. If you were sitting opposite a negotiating team or addressing a full session of parliament you could attempt to use the ability on all present (though sub-factions within a parliament would likely be treated as individual sides and have separate DCs, and possibly subject to outright refusal).
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If allowed, any attempt to buy an item for less than or equal it what it cost the merchant, or to sell an item to a merchant for more than or equal to they could re-sell it, 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 an acceptable agreement. Additionally, a merchant may substitute the item’s level instead of their own when determining the DC of this check.
  
After spending one minute talking them into it, make an affability check against a DC of 10 + the EL of the opposing "side" + the highest Wis modifier of the other side, + an additional modifier based on the terms of the agreement. Agreements the targets have 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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If you make this check and fail, you should simply buy the item for full price instead of making another attempt. While this is not the way a normal haggling attempt would precede, it works as a way of keeping the haggling checks from taking up too much time.}}
  
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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=====Ability Progression=====
  
'''Base DC:''' 10 + CR + Wis mod + Attitude modifier<br>
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{{ToP Ability Progression
'''Check Result:'''
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|rank0=You may push a favorable agreement on 1 target as a 5-minute action. You may push an acceptable agreement on 1 target as a 5-minute action, with a -3 penalty to your check. You may not push a repugnant agreement with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt.
*DC+10 and above: They agree to the deal, and do not look unkindly on it regardless of the favorability of it.
+
|rank2=You may push a favorable agreement on 1 target as a 5-minute action, with a +3 bonus to your check. You may push an acceptable agreement on 1 target as a 5-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt.
*DC+5 to DC+9: They agree to the deal, and do not look unkindly on it unless it was particularly unfavorable.
+
|rank4= You may push a favorable agreement on up to 4 targets as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on up to 4 targets as a 1-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt.
*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.
+
|rank6= You may push a favorable agreement on up to 10 targets as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on up to 10 targets as a 1-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within twice your natural reach and be able to communicate with you for the duration of the attempt.
*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.
+
|rank8= You may push a favorable agreement on up to 20 targets as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on up to 20 targets as a 1-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt.
*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>
+
|rank10= You may push a favorable agreement on any number of targets within range as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on any number of targets within range as a 1-minute action. You may push a repugnant agreement on 1 target as a 5-minute action, with a -3 penalty to your check. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt.
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|rank12= You may push a favorable agreement on any number of targets within range as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on any number of targets within range as a 1-minute action. You may push a repugnant agreement on 1 target as a 5-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt.
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|rank14= You may push a favorable agreement on any number of targets within range as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on any number of targets within range as a 1-minute action. You may push a repugnant agreement on up to 4 targets as a 1-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt.
 +
}}<onlyinclude>
  
  
===Rank 4 Uses===
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===Minimum Rank 2 Uses===
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Let’s Not Be Hasty|Let’s Not Be Hasty]]====
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====[[Tome of Prowess (3.5e Sourcebook)/Affability#Improve Rapport|Improve Rapport]]====
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.
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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. No one likes fakers after all.</onlyinclude>
  
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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The number of people that you can improve your rapport with at any given time, the maximum rapport you can achieve, and the time you have to spend doing so is determined by your ranks in the skill. Once you have spent the required time with a target, you make an Affability check against a DC of 10 + the target’s CR + the target’s Wis modifier + the target’s rapport with you. The degree to which you improve your rapport with them is determined by your check result, and capped by your skill level.
  
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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If you are attempting to improve your standing with multiple targets, 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, 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.
  
'''Base DC:''' 10 + Character Level + Wis mod, +2 for each prior check this encounter<br>
+
You may not retry this check 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 +10 DC penalty if it would be worse than their normal rapport modifier. It is difficult to remake a strong impression after all.
'''Check Result:'''
 
*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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{{ToP Check Result
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|dc=10 + target’s CR + target’s Wisdom mod + target’s rapport modifier
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|dc+10=You shift their rapport up to 3 steps in the positive direction.
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|dc+5= You shift their rapport up to 2 steps in the positive direction.
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|dc+0= You shift their rapport up to 1 steps in the positive direction.
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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 shift their rapport 1 step in the negative direction (to a minimum of hateful or their initial rapport with you). They probably won’t assault you for it though.
 +
}}
  
===Rank 6 Uses===
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=====Ability Progression=====
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Seriously Likeable|Seriously Likeable]]====
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{{ToP Ability Progression
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 also modified by their attitude towards you, as indicated in the table above. The DC is increased by 2 if you attempt to shift the target’s attitude for someone else. 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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|rank2=You may improve your rapport, to a maximum of friendly, with 1 target as a 10-minute action. You may not improve a rapport beyond friendly with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt.
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|rank4= You may improve your rapport, to a maximum of friendly, with up to 4 targets as a 10-minute action. You may not improve a rapport beyond friendly with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt.
 +
|rank6= You may improve your rapport, to a maximum of friendly, with up to 10 targets as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with 1 target as a 10-minute action. You may not improve a rapport beyond helpful with this level of skill. Any target must be within twice your natural reach and be able to communicate with you for the duration of the attempt.
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|rank8= You may improve your rapport, to a maximum of friendly, with up to 20 targets as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with up to 4 targets as a 10-minute action. You may not improve a rapport beyond helpful with this level of skill. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt.
 +
|rank10= You may improve your rapport, to a maximum of friendly, with any number of targets within range as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with up to 10 targets as a 10-minute action. Lastly, you may improve your rapport, to a maximum of devoted, with 1 target as a 10-minute action. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt.
 +
|rank12= You may improve your rapport, to a maximum of friendly, with any number of targets within range as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with up to 20 targets as a 10-minute action. Lastly, you may improve your rapport, to a maximum of devoted, with up to 4 targets as a 10-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt.
 +
|rank14= You may improve your rapport, to a maximum of friendly, with any number of targets within range as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with any number of targets within range as a 10-minute action. Lastly, you may improve your rapport, to a maximum of devoted, with up to 10 targets as a 10-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt.
 +
}}<onlyinclude>
  
You may not retry this check during the same encounter, but you may use it on someone multiple times over multiple meetings. If you use this ability on a person in a later encounter, their actual attitude modifier is replaced by -15. It is difficult to remake a strong impression after all.
 
  
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.
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===Minimum Rank 4 Uses===
  
'''Base DC:''' 10 + Character Level + Wis mod + attitude modifier or +15 for repeated attempts, +2 if attempting to shift target’s attitude towards another person<br />
+
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Delay Aggression|Delay Aggression]]====
'''Check Result:'''
+
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 moment and a well turned phrase. Delay is the key word here, as it does not last long and you may not be able to hold an opponent back once the attack has begun.</onlyinclude>  
*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 hateful, however, so are unlikely to start a fight accidentally.<onlyinclude>
 
  
 +
Using this ability requires a standard action and an affability check. The DC for this check is 16 + your CR + the average rapport with you of the target group. Your level is used in this check instead of their level since your check result determines the strength of the group that you can delay relative to your own power, as indicated in the table below. Opponents with the lowest CR are affected first, up to the total EL determined by the check. A creature that has already been attacked by you or your allies, or who has already begun to attack you or your allies, is treated as having a CR 2 points higher for determining when and if they are affected. Similarly, a creature that has been previously affected by your use of this ability is treated as having a CR 2 points higher.
  
===Rank 8 Uses===
+
If you succeed, a number of your opponents pause their aggression for 2 rounds. Affected targets will not approach within 30 (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 attackers free to do as they like.
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Campaigner|Campaigner]]====
+
{{ToP Check Result
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 further modifies the DC 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.  
+
|dc=16 + your CR + average rapport with you of target group
 +
|dc+10= You affect a group of creatures whose EL does not exceed your CR+4.
 +
|dc+5= You affect a group of creatures whose EL does not exceed your CR+2.
 +
|dc+0= You affect a group of creatures whose EL does not exceed your CR.
 +
|dc-1=You affect a group of creatures whose EL does not exceed your CR-2.
 +
|dc-6=You fail affect anyone at all. If their intent was to bring violence to you, that is what your opponents do.
 +
}}
  
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. If a member of the crowd would be present for a subsequent use of this ability, their attitude may not be shifted an additional step.
+
=====Ability Progression=====
  
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.
+
{{ToP Ability Progression
 +
|rank4=As the base skill ability.
 +
|rank8=As the base skill ability. Additionally, any creature you affect with a CR 4 or more less than yours ceases to desire to fight you at all. 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.
 +
|rank12= As the base skill ability. Additionally, any creature you affect with a CR 4 or more less than yours ceases to desire to fight you at all. Creatures with a CR of 8 or more less than yours have their rapport shifted positively by one degree or to indifferent, whichever is higher. 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.
 +
}}<onlyinclude>
  
Even if exposed to multiple attempts, a creature may have its attitude shifted no more than one step with this ability. 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.
 
  
'''Base DC:''' 15 + the average CR of the crowd + the average Wis modifier of the crowd + the average attitude modifier of the crowd<br>
+
===Minimum Rank 8 Uses===
'''Check Result:'''
 
*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 Cha 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. 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 and rage effects just by talking to your foes.</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 a morale bonus, rage bonus, or emotion effect. The DC for this check is the effect’s save DC + the effect’s level in the case of spells like Mindless Rage or Bless, and 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. If you succeed on the check, you suppress the ability as indicated in the check result table below. The number of targets you can calm in this fashion is dependent on your skill.
  
'''Base DC:''' Effect Save DC + Effect level, or 10 + User’s Character Level + Wis mod<br>
+
{{ToP Check Result
'''Check Result:'''
+
|dc= effect Save DC + effect level, or 10 + initiator’s CR + initiator’s Cha 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. 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 suppress the effect for 3 rounds without additional checks or actions, at the end of which it is dispelled.
*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 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+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 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-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 affect the ability this round, but may try again next round if you like.
*DC-6 and below: You not only fail to impact the targeted effect, but also plant your foot firmly in your mouth and become unable to affect this instance of the targeted effect at all. Any further retries against this instance of the effect are automatic failures, and you should really find something else to do with your actions next round.<onlyinclude>
+
|dc-6=You not only fail to impact the targeted effect, but also plant your foot firmly in your mouth and become unable to affect this instance of the targeted effect at all. Any further retries against this instance of the effect are automatic failures.
 +
}}
  
===Rank 12 Uses===
+
=====Ability Progression=====
  
====[[Tome of Prowess (3.5e Sourcebook)/Affability#Do It for Me, Please|Do It for Me, Please]]====
+
{{ToP Ability Progression
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. While it isn’t especially difficult to get them to fulfill your request, it is hard to make them continue liking you afterwards. If you are asking someone to do something that is obviously counter to their goals, against their nature, or to which they would be similarly opposed, their attitude towards you temporarily moves one step negative. If you are asking someone to do something obviously suicidal or which would result in their becoming destitute or significantly maimed, their attitude towards you temporarily moves two steps more negative. These temporary shifts likely become permanent shifts, as determined by your check result.
+
|rank8=You may affect up to 4 creatures at once. All creatures must be within 20’ of each other.
 +
|rank10= You may affect up to 10 creatures at once. All creatures must be within 40’ of each other.
 +
|rank12= You may affect up to 20 creatures at once. All creatures must be within 60’ of each other.
 +
}}<onlyinclude>
  
'''Base DC:''' 10 + Character Level + Wis mod + attitude modifier<br>
 
'''Check Result:'''
 
*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 and sometimes appreciate being pushed into life changing things like that. This also means that they probably don't mind the request so much anymore, and you may not improve their attitude further with this ability.
 
*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}}

Revision as of 02:54, 3 January 2013

Affability

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

Target Rapport DC
Modifier
Example
Murderous Tries to murder you on sight, and is more likely to scream at you than say something. May stalk you, looking for an opening. +12
Hateful Hates you and would probably frame or stab you if they could get away with it. +9
Unfriendly Dislikes you and would passively frustrate your goals. +6
Indifferent Has no inclination to help or hinder you. +3
Friendly Likes you and would assist you if it’s convenient. +0
Helpful Likes you and would assist you just because you asked. -3
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. -6
Nature vs. Relationship

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 report 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. A helpful executioner may still lop off your head, even if they feel really badly about it. 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.

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 that does not know you attacks you on sight does not mean that their rapport with you is murderous. It more likely means that their rapport with you was unfriendly and you were invading their territory, 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. If there happens to be a strong racial enmity between your race and theirs, their rapport with you might even 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, bandits should be indifferent, guards defending their home from armed invaders should be unfriendly, racial enemies with long standing feuds should be hateful, and the poor barkeep that you personally drove over the edge when you ruined their life (intentionally or otherwise) should be murderous.

These rapport values with strangers 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, 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

Condition Check Modifier Rushing a 10 minute action to a 2 ½ minutes action -5
Rushing a 5 minute action to a 1 minute action -5
Rushing a 2 ½ minute action to a 5 round action -5
Rushing a 1 minute action to a 2 round action -5
Rushing a 5 round action to a 1 round action -5
Rushing a 2 round action to a standard action -5
Rushing a 1 round or full-round action to a standard action -3
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

Push an Agreement

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.

Any particular agreements will fall into one of three categories: favorable, acceptable, or unacceptable. A favorable agreement is one that the target would accept happily. You may need to push a favorable agreement on a target that is looking for a better deal than the one offered or does not understand why it is in their favor, though a sufficiently good offer will likely just be accepted without check. A step down from an acceptable 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. A tolerable agreement can not involve the target doing something self-destructive, against their nature, or otherwise completely opposed to their values, duties, obligations, or self-interest. A repugnant agreement is one that may be against their nature, self-destructive, or anything else the target would strongly object to. These are the sorts of things that people simply don’t agree to unless tricked or pushed.

The number of people you can press at any given time, the type of agreement that you can get people to agree to, and the time you have to spend doing so are all determined by your ranks in the skill. The time required to push an agreement on a target is in addition to the time required to present the agreement in the first place. Once you have presented an agreement and spent the required time pressing it, you make an Affability check against a DC of 10 + 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 are attempting to push a deal on multiple targets, the same deal is pushed on each one during a check. Your check is compared against each of their individual DCs, affecting those with a lower CR first. 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 convince more people of the merits of your plan (regardless of its actual merits).

DC: 10 + 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 substantial and new reasons to abandon them. 
DC+5 to DC+9 They agree to the deal, and feel pretty good about it for a while. They will only stick to the terms of an agreement for a maximum of 1 day, or until completed, after which time they may have second thoughts. If they agreed to a repugnant agreement, they break it immediately. 
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 at least 8 hours, or until completed, after which time they may have second thoughts. If they agreed to a repugnant agreement, they break it immediately and their rapport with you decreases one degree (but not worse than the lower of hateful or their starting rapport). 
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 at least 1 hour, or until completed, after which time they may have second thoughts. If they agreed to an acceptable agreement, they break it immediately and their rapport with you decreases one degree (but not worse than the lower of hateful or their starting rapport). If you offered a repugnant agreement, they refuse it immediately and their rapport with you decreases one degree (but not worse than hateful). 
DC-6 and below They refuse the deal, regardless of its terms. If you offered an acceptable or repugnant agreement, their rapport with you shifts negatively one degree (but not worse than the lower of hateful or their starting rapport). New terms must be proposed if a deal is to be reached, and they should generally be better for the other side.
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 like discounts that they wouldn’t normally agree to, after all. 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 relegated to a sidebar; you should confirm with your DM whether haggling of any sort will be allowed in the game as a function of this skill ability.

If allowed, any attempt to buy an item for less than or equal it what it cost the merchant, or to sell an item to a merchant for more than or equal to they could re-sell it, 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 an acceptable agreement. Additionally, a merchant may substitute the item’s level instead of their own when determining the DC of this check.

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

Ability Progression
Rank Benefit 
0 You may push a favorable agreement on 1 target as a 5-minute action. You may push an acceptable agreement on 1 target as a 5-minute action, with a -3 penalty to your check. You may not push a repugnant agreement with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt. 
2 You may push a favorable agreement on 1 target as a 5-minute action, with a +3 bonus to your check. You may push an acceptable agreement on 1 target as a 5-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt. 
4 You may push a favorable agreement on up to 4 targets as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on up to 4 targets as a 1-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt. 
6 You may push a favorable agreement on up to 10 targets as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on up to 10 targets as a 1-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within twice your natural reach and be able to communicate with you for the duration of the attempt. 
8 You may push a favorable agreement on up to 20 targets as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on up to 20 targets as a 1-minute action. You may not push a repugnant agreement with this level of skill. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt. 
10 You may push a favorable agreement on any number of targets within range as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on any number of targets within range as a 1-minute action. You may push a repugnant agreement on 1 target as a 5-minute action, with a -3 penalty to your check. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt. 
12 You may push a favorable agreement on any number of targets within range as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on any number of targets within range as a 1-minute action. You may push a repugnant agreement on 1 target as a 5-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt. 
14 You may push a favorable agreement on any number of targets within range as a 1-minute action, with a +3 bonus to your check. You may push an acceptable agreement on any number of targets within range as a 1-minute action. You may push a repugnant agreement on up to 4 targets as a 1-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt.


Minimum Rank 2 Uses

Improve Rapport

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. No one likes fakers after all.

The number of people that you can improve your rapport with at any given time, the maximum rapport you can achieve, and the time you have to spend doing so is determined by your ranks in the skill. Once you have spent the required time with a target, you make an Affability check against a DC of 10 + the target’s CR + the target’s Wis modifier + the target’s rapport with you. The degree to which you improve your rapport with them is determined by your check result, and capped by your skill level.

If you are attempting to improve your standing with multiple targets, 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, 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 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 +10 DC penalty if it would be worse than their normal rapport modifier. It is difficult to remake a strong impression after all.

DC: 10 + target’s CR + target’s Wisdom mod + target’s rapport modifier
Check Result 
DC+10 and above You shift their rapport up to 3 steps in the positive direction. 
DC+5 to DC+9 You shift their rapport up to 2 steps in the positive direction. 
DC+0 to DC+4 You shift their rapport up to 1 steps in the positive direction. 
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 shift their rapport 1 step in the negative direction (to a minimum of hateful or their initial rapport with you). They probably won’t assault you for it though.
Ability Progression
Rank Benefit 
2 You may improve your rapport, to a maximum of friendly, with 1 target as a 10-minute action. You may not improve a rapport beyond friendly with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt. 
4 You may improve your rapport, to a maximum of friendly, with up to 4 targets as a 10-minute action. You may not improve a rapport beyond friendly with this level of skill. Any target must be within your natural reach and be able to communicate with you for the duration of the attempt. 
6 You may improve your rapport, to a maximum of friendly, with up to 10 targets as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with 1 target as a 10-minute action. You may not improve a rapport beyond helpful with this level of skill. Any target must be within twice your natural reach and be able to communicate with you for the duration of the attempt. 
8 You may improve your rapport, to a maximum of friendly, with up to 20 targets as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with up to 4 targets as a 10-minute action. You may not improve a rapport beyond helpful with this level of skill. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt. 
10 You may improve your rapport, to a maximum of friendly, with any number of targets within range as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with up to 10 targets as a 10-minute action. Lastly, you may improve your rapport, to a maximum of devoted, with 1 target as a 10-minute action. Any target must be within four times your natural reach and be able to communicate with you for the duration of the attempt. 
12 You may improve your rapport, to a maximum of friendly, with any number of targets within range as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with up to 20 targets as a 10-minute action. Lastly, you may improve your rapport, to a maximum of devoted, with up to 4 targets as a 10-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt. 
14 You may improve your rapport, to a maximum of friendly, with any number of targets within range as a 10-minute action. You may instead improve your rapport, to a maximum of helpful, with any number of targets within range as a 10-minute action. Lastly, you may improve your rapport, to a maximum of devoted, with up to 10 targets as a 10-minute action. Any target must be within 10 times your natural reach and be able to communicate with you for the duration of the attempt.


Minimum Rank 4 Uses

Delay Aggression

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 moment and a well turned phrase. Delay is the key word here, as it does not last long and you may not be able to hold an opponent back once the attack has begun.

Using this ability requires a standard action and an affability check. The DC for this check is 16 + your CR + the average rapport with you of the target group. Your level is used in this check instead of their level since your check result determines the strength of the group that you can delay relative to your own power, as indicated in the table below. Opponents with the lowest CR are affected first, up to the total EL determined by the check. A creature that has already been attacked by you or your allies, or who has already begun to attack you or your allies, is treated as having a CR 2 points higher for determining when and if they are affected. Similarly, a creature that has been previously affected by your use of this ability is treated as having a CR 2 points higher.

If you succeed, a number of your opponents pause their aggression for 2 rounds. Affected targets will not approach within 30 (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 attackers free to do as they like.

DC: 16 + your CR + average rapport with you of target group
Check Result 
DC+10 and above You affect a group of creatures whose EL does not exceed your CR+4. 
DC+5 to DC+9 You affect a group of creatures whose EL does not exceed your CR+2. 
DC+0 to DC+4 You affect a group of creatures whose EL does not exceed your CR. 
DC-1 to DC-5 You affect a group of creatures whose EL does not exceed your CR-2. 
DC-6 and below You fail affect anyone at all. If their intent was to bring violence to you, that is what your opponents do.
Ability Progression
Rank Benefit 
4 As the base skill ability. 
8 As the base skill ability. Additionally, any creature you affect with a CR 4 or more less than yours ceases to desire to fight you at all. 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. 
12 As the base skill ability. Additionally, any creature you affect with a CR 4 or more less than yours ceases to desire to fight you at all. Creatures with a CR of 8 or more less than yours have their rapport shifted positively by one degree or to indifferent, whichever is higher. 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.


Minimum Rank 8 Uses

Voice of Serenity

It really is hard to get or stay mad at you. 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 and rage effects just by talking to your foes.

As a standard action, you can make an affability check to suppress a morale bonus, rage bonus, or emotion effect. The DC for this check is the effect’s save DC + the effect’s level in the case of spells like Mindless Rage or Bless, and 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. If you succeed on the check, you suppress the ability as indicated in the check result table below. The number of targets you can calm in this fashion is dependent on your skill.

DC: effect Save DC + effect level, or 10 + initiator’s CR + initiator’s Cha modifier
Check Result 
DC+10 and above You suppress the effect for 3 rounds without additional checks or actions, at the end of which it is dispelled. 
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+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-1 to DC-5 You fail to affect the ability this round, but may try again next round if you like. 
DC-6 and below You not only fail to impact the targeted effect, but also plant your foot firmly in your mouth and become unable to affect this instance of the targeted effect at all. Any further retries against this instance of the effect are automatic failures.
Ability Progression
Rank Benefit 
8 You may affect up to 4 creatures at once. All creatures must be within 20’ of each other. 
10 You may affect up to 10 creatures at once. All creatures must be within 40’ of each other. 
12 You may affect up to 20 creatures at once. All creatures must be within 60’ of each other.



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