Diplomacy, Intimidation (attitude shifts to unfriendly or lower after that)
*Modified by relationship.
**Modified by relationship and risk vs. reward.
***Quick Diplomacy. You can make a check as a standard action by accepting a -5 penalty to the check.
****Cons. In order to pull a con a character simply makes a Bluff check to convince the target that a deal is better than it actually is. It takes 1 minute.
Helpful: (Intimate; someone with whom you have an implicit trust; a lover or spouse)
Fantastic: (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn't important to the character.)
-10
Friendly: (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
Good: (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5
Ally: (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
Favorable: (The reward is appealing, but there's risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
-2
Acquaintance — Positive: (someone you've met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0
Indifferent: (Doesn't care about you either way. Most NPCs start out indifferent.)
Even: (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn't a secret.)
+2
Unfriendly: (someone you've met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5
Hostile: (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
Unfavorable: (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10
Personal Foe: (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you're trying to thwart or a bounty hunter sworn to track you down)
Bad: (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15
Nemesis: (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)
Horrible: (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)