Changes

Jump to: navigation, search

Tome of Prowess (3.5e Sourcebook)/Affability

31 bytes added, 21:37, 14 October 2015
m
Grammar check
| Indifferent || Has no inclination to help or hinder you. || align="center" | +0
|-
| Friendly || Likes you and would assist you if it’s convenient. || align="center" | -3−3
|-
| Helpful || Likes you and would assist you just because you asked. || align="center" | -6−6
|-
| 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" | -9−9
|}
|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 neutral 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, 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 1 minute action || align="center" | -10−10
|-
| Rushing a 1 minute action to a 5 round action || align="center" | -5−5
|-
| Rushing a 5 round action to a 2 round action || align="center" | -5−5
|-
| Rushing a 2 round action to a 1 round action || align="center" | -5−5
|-
| Rushing a 1 round action to a full-round action || align="center" | -3−3
|-
| Rushing a full-round action to a standard action || align="center" | -2−2
|-
| Rushing a standard action to a move action || align="center" | -2−2
|-
| Rushing a standard or move action to a swift action || align="center" | -5−5
|-
| Do not share a language with the target || align="center" | -5−5
|}<onlyinclude>
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.
{{ToP Check Result
{{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 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 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 a tolerable agreement. 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.
9,692
edits

Navigation menu