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''Not to be confused with [[Arseplomancer]]. This build focuses on pulling stuff out of your ass, not shoving stuff into others'.'' [[Image:Diplomancer.jpg|right|thumb|With enough ranks in Bluff, one does not need combat skills.]] A rare D&D archetype character, the '''Diplomancer''' is a character - usually a Bard, but sometimes a Cleric, Multiclassed Rogue, Binder, or (rarely) Wizard or Sorcerer that focuses heavily on diplomatic abilities. The idea is that by having a high enough Charisma score, shittons of ranks in Bluff, Diplomacy, Gather Information, and Sense Motive, and if all else fails, a few spells to nudge things along, you have a character that can very effectively find non-violent ends to encounters, often with hilarious results. A truly optimized diplomancer can make any intelligent creature his ally in seconds. One infamous variant of this idea is the "Jumplomancer", which impresses NPCs into fanatical loyalty with his ability to jump 94 feet in the air. The pair known only as [[50 Copper and Ludi'drizz't]] are a pristine example of this archetype in action. Though diplomancers are well-equipped for non-violent solutions, that does '''not''' mean they can't be evil freaking assholes in their own right, [[Sociopathic diplomancer gets shut the fuck down |as this story proves]]. Since the highest D&D level of NPC Attitudes are Helpful (Will take risks to help you) and Fanatic (Will give life to serve you), optimized Diplomancer can effectively turn enemies into allies under his control. In turn, this allows to get [[Experience]] under some win condition variants. NPC's level doesn't matter; recruiting Epic monster or ''Deity'' is as easy as recruiting commoner. Optimized Diplomancer can get Diplomacy checks so high as to be impossible to fail. === Diplomancers in other systems === The equivalent of a diplomancer in [[Shadowrun]] is called a '''pornomancer''', invariably an Adept with a high Charisma score, the Improved Attribute (Charisma) adept power, high ranks in either the Influence/Con skill group or one of its specialties and possibly some bioware or spells to boost Charisma rolls further. This isn't as annoying as it sounds, since it all comes at the expense of combat power, social skill roles very much ''aren't'' mind control (unless you're using Control Thoughts, of course) and the nature of Shadowrun means the GM has a lot more leeway to hard counter your shenanigans. The name comes from [http://forums.dumpshock.com/index.php?showtopic=11911&st=25&start=25 a minmaxing thread on the Dumpshock forums] where the user Glyph posted a build which - with all of its situational bonuses stacked together - could throw a whopping 33 dice at any given Seduction check. (With later supplements you can go even higher by abusing SURGE qualities, and this is all ''before'' you apply Edge to get [[Exploding die|the Rule of 6]].) This was immortalized in the following exchange: '''''GM''': Three guards at the door. They want to see your SIN.'' '''''ADEPT''': Are they women?'' '''''GM''': No. '''ADEPT''': Are they gay?'' '''''GM''': No. '''ADEPT''': I'm going to seduce them anyway. *rolls 28 successes* They're gay for me now! I release my godlike tower of man-meat, and it is pleased.'' '''''GM''': Stop! Stop! '''ADEPT''': I say to the guards: "Behold my enormous SIN!"'' '''''GM''': Every police station in town saw your SIN. Lone Star surrounds you. They're about to arrest you for violating every public nudity law ever made.'' '''''ADEPT''': No problem. I seduce them too.'' ''[[Category: Dungeons & Dragons]]''
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