************************************** NPC REACTIONS ************************************** NPC PARLEY / CONVERSATION REACTIONS (DMG p. 215) Friendly, Indifferent or Hostile depends on the player's role-playing, then make a Charisma ability check based on the tactic used (Deception, Intimidation, Persuasion, Performance). FRIENDLY CREATURE'S REACTION * DC 0 ... The creature does as asked without taking risks or making sacrifices. * DC 10 ... The creature accepts a minor risk or sacrifice to do as asked. * DC 20 ... The creature accepts a significant risk or sacrifice to do as asked. INDIFFERENT CREATURE'S REACTION * DC 0 ... The creature offers no help but does no harm . * DC 10 ... The creature does as as ked as long as no risks or sacrifices are involved. * DC 20 ... The creature accepts a minor risk or sacrifice to do as asked. HOSTILE CREATURE'S REACTION * DC 0 ... The creature opposes the adve ntu rers ' actions and might take risks to do so. * DC 10 ... The creature offers no help but does no harm. * DC 20 ... The creature does as asked as long as no risks or sacrifices are involved. ************************************** ALTERNATE HOUSERULES ************************************** CHARISMA (DECEPTION) * 1 or less ... Insulting. Target not fooled and grows more hostile to you. * 2 to 4 ... Pathetic. Target not fooled and loses faith or respect in you. * 5 to 9 ... Obvious. Target easily sees through lie, disguise or forgery. * 10 to 14 ... Suspicious. Target accepts initial claim but double-checks as soon as possible. * 15 to 19 ... Convincing. Target accepts deception as true unless given cause for doubt later. * 20 to 24 ... Smooth. Target strongs believes deception is truth, even when shown contrary evidence. * 25 to 29 ... Flawless. Target will work to help justify deception as true is questioned. * 30 or more ... Authentic. Target's conviction holds to deception as absolutely true. Modifiers... * Advantage ... Target's Wisdom score is 5 or less. Target offered bride. Target wants to believe you. * Disadvantage ... Either target's Wisdom score is 16 or higher. Target knows you as a liar, cheat, fraud. CHARISMA (INTIMIDATION) * 1 or less ... Laughable. Enemies perceive weakness and attack next turn with advantage. * 2 to 4 ... Pathetic. Enemies who were wary may now feel bolder to attack. * 5 to 9 ... Unconvincing. Enemies feels no immediately threat. * 10 to 14 ... Troubling. Enemies of CR 1/4 or less flee or surrender. * 15 to 19 ... Convincing. Enemies of CR 1/2 or less flee or surrender. * 20 to 24 ... Scary. Enemies of CR 1 or less flee or surrender. * 25 to 29 ... Terrifying. Enemies of CR 2 or less flee or surrender. * 30 or more ... Scarring. Enemies of CR 3 or less or more flee or surrender. Modifiers * Advantage ... Enemies are surprised, have just dropped to half or less hit points, have less than original number left alive, have lost their leader, or have no way of harming you. * Disadvantage ... Enemies are of CR 4 or more or outnumber you and your allies/party. CHARISMA (PERFORMANCE) * 1 or less ... Terrible. Audience acts to stop performer in progress. * 2 to 4 ... Poor. Audience jeers, ignores or walks out on show. * 5 to 9 ... Fair. Not impressive and quickly forgotten by audience. * 10 to 14 ... Good. No mistakes, hold attention of half audience. * 15 to 19 ... Excellent. Beautiful, emotional, most of audience impressed. * 20 to 24 ... Great. Audience deeply moved and appreciative. * 25 to 29 ... Masterpiece provokes wild emotional reaction from whole audience. * 30 or more ... Legendary work spoken about by audience for rest of their lives. CHARISMA (PERSUASION) * 1 or less ... Hatred. Person refuses to help and seeks to oppose or harm you. * 2 to 9 ... Antipathy. Person refuses to help but does no harm either. * 10 to 19 ... Neutral. Person agrees to help but will not take risks or make personal sacrifices. * 20 to 29 ... Tolerance. Person agrees and will take on small risks or costs to help. * 30 to 39 ... Goodwill. Person agrees and will take on large risks or costs to help. * 40 or more ... Preference. Person agrees and will take on any risk or cost to help. Modifiers: * -10 ... Person or creature is hostile (enemy, unnatural, strong evil evil) * +10 ... Person or creature is friendly (ally, family, strong good nature)