Persuasion

A Persuasion check is used to influence someone or a group of people with tact, social graces, and good nature. Typically, it is used when you are acting in good faith, trying to foster friendships, make cordial requests, or exhibit proper etiquette or flattery. The base ability used is normally Charisma.

Convince | Untrained

You can attempt to convince a creature to sway their opinion on a topic or abide by a request you have made.

Critical Success.
Success.
Failure.
Critical Failure.
Base DCExamples
10 
15 
20 
25 
30 

Make an Impression | Untrained

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you can seek to make a good impression on someone and make them temporarily agreeable. At the end of the conversation, attempt a Charisma (Persuasion) check against the ??? of one target, modified by any circumstances the DM may see fit. Good impressions (or bad impressions, on a critical failure) last only for the current social interaction unless the DM decides otherwise.

Critical Success. The target's attitude toward you improves by two steps.
Success. The target's attitude toward you improves by one step.
Failure. The target's attitude does not change.
Critical Failure. The target's attitude toward you decreases by one step.

An NPC's attitude toward you is normally measured with a set of attitudes that reflect how they view your character. A full description of attitudes can be found under the Influence action on the Combat and Conditions page.

Soothe | Untrained

Critical Success.
Success.
Failure.
Critical Failure.
Base DCExamples
10 
15 
20 
25 
30 

Action ideas: