In pathfinder what does someone roll in order to seduce a woman or a man. Is it raw charisma or is it diplomacy or is it something else?
[RPG] How does seducing work
pathfinder-1e
Related Solutions
[The following is based on my experiences in 3.5e, but from what I know about Pathfinder it should be trivially adapted. Also, I apologize in advance for what I'm certain will be a post filled with incorrect terminology -- I've been playing 4e for quite some time now, and it's been even longer since I last sat down with 3.5e.]
If you think Diplomacy is broken at level 5, just wait until you get to the Epic levels! This is where we were when my DM decided to address it.
They way he approached it was to completely ditch the static DC list -- static DCs make sense for climbing ladders (which don't typically get harder as you get higher in level), but they don't make sense at all when you're dealing with more and more experienced and powerful individuals; just like AC and other such things, as the CR goes up so, too, must the DC.
So he sat down and took the table of Diplomacy skill DCs and turned them into situational modifiers. I think he started with "Neutral" granting a +4 (reasoning being that changing people's minds is not easy, even if they don't dislike/distrust you), and then each step toward Hostile added an additional +2, while each step toward Friendly added a -2.
The resulting modifier was then used on the NPC's own opposed Diplomacy roll. Thus the table of Diplomacy DCs that is so trivial for PCs to game was gone, replaced by opposed checks to modify a character's attitude.
But he went even further. Between each stage on the "trust continuum" (i.e. Friendly, Neutral, Hostile, etc.), the DM added a "half step"; a successful Diplomacy check would move the NPC's attitude half a step, not a full step, thus requiring 2 successes to effect a change in the character's attitude. (When an NPC is on one of these "half steps", his/her attitude is the one "rounded" toward neutral; thus an NPC is effectively Neutral across 3 distinct "steps", but 2 "steps" for all others.)
Finally, he added one more thing: Continued successful/failed checks could move an NPC further than the ends of the "attitude spectrum", although no further mechanical advantages were earned. What it did do was make it less likely for the NPC's attitude to be changed later, by simply keeping track of how many "steps" would need to be adjusted.
These were the mechanical changes he house-ruled into Diplomacy. He also required certain role-play elements to also be met before a Diplomacy check could even be attempted -- the Halfling Bard walking up to the dragon and rolling an impressive 34 Diplomacy is just wasted effort if said dragon isn't even listening! There were also common-sense limitations imposed: a dragon who's entire life is centered around accumulating his horde is not going to just give it up, no matter how many Diplomacy successes the Bard accumulates!
Here's a somewhat similar question with a relevant answer.
How does the lighting effect the dice roll?
How does vision type impact the roll when its not full day light?
That depends on how dark it is, and what kind of vision they have. Here's the rules for vision and lighting:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.
There would be a -4 penalty if you're in darkness, unless they have darkvision. There isn't a penalty in dim light. True darkness is less common than you'd expect at the ranges you're talking about, as someone in the party likely has a light source (unless they all have darkvision).
Low-light vision increases their light range so that they can use a light source that's farther away for dim light. There's a chart in the linked rule that has more details.
Note that if you're attacking someone in dim light or darkness and you don't have darkvision, you can't Sneak Attack because the target has concealment as well. From the Sneak Attack class feature:
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Do his friends get to roll to see me and warn him somehow during my approach?
They could get to roll Perception to see you if they're in a position to do so. They do not get to warn him or take any action as this is all happening on your turn, unless they somehow have a way to act on your turn (such as a Ready Action). Technically speaking they can speak on your turn, but I can't remember any DM who ever allowed that as a defense against stealth attacks. The target can't react as it's not their turn, and they still can't tell where you're coming from as they failed to notice you. Knowing there's someone somewhere in the area who might attack doesn't negate the surprise of an attack when it actually comes. (If I did, "I always expect an attack" would basically negate invisibility's surprise.)
Note that after you attack you lose Stealth anyway, so a roll from the other characters except the one you're attacking is likely a waste of time.
If its full day light can I still do this?
This appears to be highly contentions in the Pathfinder world, but as far as I can tell, no. Here's the Stealth rule:
Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).
Now, here's the problem (again from the vision and lighting rules):
In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.
Bright light means you're not in cover or concealment (without getting it from another source). While the rule says if you started in stealth you can move and you lose it when you attack, the rules also say that you can't use the Stealth skill at all in bright light without cover. If you step into the open to attack you don't have cover, which means you can't use Stealth at all. Since the target is allowed a perception check when it's most favorable to them (see the designer note), they get to make it once you're in the open and automatically succeed.
In that case you'd need some other means to grant the conditions to use Stealth. Some options are spells such as Invisibility, Deeper Darkness, or Fog Cloud, along with feats like Hellcat Stealth.
That's the opposite of what I said before, but given the way that Perception works I think it's more correct. Once you step into bright light your Stealth doesn't work as per the light rules. That means they see you. The attacking from Stealth rules work if you're attacking at range from behind cover, or you have conditions that let you use Stealth.
Best Answer
"Seducing" could fall under one or more of many different checks, depending on what approach the character (Sam the Seducer) is taking. How susceptible the target is to any approach (if any) will depend on the target and what kind of game the GM is trying to run. If Sam is trying to seduce an Ogre trying to murder him (without the aid of magic), no roll will save him unless the campaign is a semi-silly one. Some examples follow, and a combination of several checks might often be appropriate.
If Sam is trying to be a good conversationalist, Diplomacy.
If Sam is trying to overstate his status, Bluff.
If Sam is trying to serenade his target, Perform.
If Sam is relying on his natural good looks, Charisma.
If Sam is trying to make himself look more appealing than he actually is, Disguise.
If Sam is trying to impress his target by showing understanding of an academic target they find fascinating, Knowledge.
Sense Motive could help Sam figure out which approaches are working and which are not.