A character makes a Persuasion Test to convince or influence someone through logic, flattery, or negotiation (unlike a Deception test, a Persuasion test is made in some degree of good faith.) The most commonly used ability score is Charisma. Examples include the following activities:
| DC | Activity |
| 10 | Get a lower price on common goods; bypass underpaid guards |
| 15 | Make fast friends at a social gathering; recruit someone’s aid for minimal rewards |
| 18 | Recruit someone untested into potential danger |
| 20 | Lead folks into peril without fear; convince a noble to offer a loan with insufficient collateral |