Bluff & Diplomacy against magicly "Calmed" foes. [Archive] - Wizards Community

Post/Author/DateTimePost
Duration_10_Rounds

12-30-05, 01:11 AM
I'm currenlty playing a lvl 5 Bard in what is currenlty a solo game (others may join later) and finding my self having to use my strengths (great social skills: 13 bluff, 21 diplomacy) to patch up my flaws (10 Strength and a bards BAB).

Im often finding situations where i will stumble into a room (usualy afer picking a lock or breaking and entereing) only to find angry humanoids on the otherside of the door, humanoids so angy a cry of "Kill Him!" is usualy raised before i can say "Hi, I'm the lock inspector" ...

I was wondering how social skills work if I use Calm Emotions to break the flow of battle before it starts so as to open up a conversation. After Calm emotions are they aware they have been ensorceled and are even more enraged? or do Bluff and (time permitting) Dimplomacy attempts still stick? And if so how is the Dimplomacy handled? when they are calm im guessing they are indifferent but when the Calm wares off are they the NPC reaction you lowered them too from indifferent or are they that many steps from hostile? or do you just treat them as hostile (but currently unable to act on it)?
Pandaemoni

12-30-05, 11:09 AM
Since the PHB says you can use Diplomacy as a full round action to "head off" a fight between two fighters (albeit at a -10 penalty)--hostile parties prepared to enter combat imminently...assuming the fight hasn't already started as "head off" only kind of implies "in advance of the actual fight"--there seems to be no reason that calmed NPCs can be influenced (so long as they're not under attack). If they're willing to listen to you for a full minute, you should be able to try without a penalty.

Ultimately, the rules don't specify...in fact nothing in the rules expressly forbids your trying to parley during combat, though presumably a DM would put an penalty against you if you tried or would simply deem it impossible despite the lack of a clear statement in the RAW (especially if you were were trying to kill them as you tried to improve their mood.
FWHGilby

12-30-05, 11:40 AM
Im often finding situations where i will stumble into a room (usualy afer picking a lock or breaking and entereing) only to find angry humanoids on the otherside of the door, humanoids so angy a cry of "Kill Him!" is usualy raised before i can say "Hi, I'm the lock inspector" ...

I was wondering how social skills work if I use Calm Emotions to break the flow of battle before it starts so as to open up a conversation. After Calm emotions are they aware they have been ensorceled and are even more enraged? or do Bluff and (time permitting) Dimplomacy attempts still stick? And if so how is the Dimplomacy handled? when they are calm im guessing they are indifferent but when the Calm wares off are they the NPC reaction you lowered them too from indifferent or are they that many steps from hostile? or do you just treat them as hostile (but currently unable to act on it)?
It almost sounds like you should even have a suprise round on whatever you stumble upon in the above situations. If that is the case you should be able to use Calm Emotions or Enthrall. However once in those situations diplomacy really has it's benefit since the baddies are willing to listen to you. You just have to use your words wisely. If you do make a good arguement and the spell(s) expire and if you have a reasonable GM then your diplomacy should stick. Well at least imo.