Influence:
Done in phases (in our case, each party is a phase).
BEFORE THE EVENT: Each Pathfinder may make a knowledge-based discovery (local or nobility) at a -5 penalty, in case they know something already. (Vs. Temal, a Sense Motive may be made instead) They can also attempt a Recognize check against each NPC. Success on that check gives everyone a +4 on Discovery checks against that person for the rest of the scenario.
EVENT ADJUSTMENTS:
Some events may have grant a circumstance bonus on certain checks
IMPRESS THE HOST:
During each party, each Pathfinder will get the chance to impress the host of that party, possibly gaining a bonus on influence checks vs. that NPC for the rest of the scenario.
DISCOVERY:
Knowledge: Nobility or Local, or Sense Motive to learn 1 of the following bit of information. Each multiple of 5 that you beat the DC by gets you 1 additional bit of information.
o Strengths: Learn what will hurt your influence over the person
o Weaknesses: Learn what you can use against the person
o Analyze: Learn which skills can be used to influence the person, revealed in order of increasing difficulty.
INFLUENCE:
o At most, 3 PCs can attempt to influence a particular NPC at the same time. One PC automatically is the main roller and the others can only assist. Other PCs can attempt discovery checks on that NPC at the same time, however.
o Each person has a different set of skills that can be used to influence them.
o Diplomacy and Bluff typically work, but you’ll want to learn (through discovery) which skills will work better.
o Making the DC will grant one influence.
o DC+5 is one influence, plus a Discovery
o DC+10 is either the same as +5, or two influence
o Failing by 5 or more and you cannot use the same skill against that person.
o Failing by 10 or more and that Pathfinder can no longer influence that person.