If a player tries to negotiate a price and the opposing party is willing to negotiate, an opposed skill check takes place. Each side rolls 1d20 and adds their total modifier for each of the following skills to the roll: appraise, bluff, diplomacy, sense motive. If one side consists of more than one person, use the highest skill modifier amongst the group for each skill, however take a -5 penalty for each extra person in the group (e.g. a group of 3 people would impose a -10 penalty). The difference in the checks reflects how much the price will change from its starting point in favor of whoever won the opposed roll. The following situations may also apply to individual negotiations:
- If all sides share an absolute advantage that would render one of the above skills pointless, then that skill modifier is not used in the check (e.g. if a merchant is considering selling a voucher for 5,000gp from a foreign banker to the party, the appraise skill does not factor into this negotiation).
- If one side has an absolute advantage that would render one of the above skills pointless and the other side does not know about it, then that skill modifier doesn’t apply for the side at the disadvantage (e.g. one of the party members can magically detect falsehoods, so the merchant loses his modifier for bluff)
- If one side includes a rogue that has skill mastery in all of the relevant skills (or any other person with a similar ability), then that side may choose to take a 10 on this roll.