(Cha, Use Untrained)
You know how to tell a lie.
Check: A Bluff check is always an opposed test against your subject’s Sense Motive check. With a successful check you convince your subject that what you are saying is true. Bluff checks are modified depending on the believability of the lie. The modifiers below apply to your Bluff check. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).
|The target wants to believe you||+5|
|The lie is believable||+0|
|The lie is unlikely||–5|
|The lie is far-fetched||–10|
|The lie is impossible||–20|
|The target is drunk or impaired||+5|
|You possess convincing proof||up to +10|
Create a Diversion: You can use the Bluff skill to help you hide, by yelling “What’s that?!” and pointing emphatically, or the ever-popular “Smoke bomb!” A successful Bluff check gives you the momentary diversion you need to attempt a Hide check while people are distracted. This use does not provoke an attack of opportunity. You can attempt to create a diversion in combat, but the attempt takes a -20.
Emote Sincerity: Sometimes, people don’t believe you even if you’re telling the truth. For example, there might be circumstantial evidence that’s not in your favour, or the truth might be genuinely implausible. In cases such as these, you can use Bluff to actively emote your sincerity, to really sell your truth. This is an Aid Skill check to your listener’s Sense Motive. The standard modifiers apply. The listener’s Sense Motive DC is 10, plus or minus any appropriate modifiers.
Feint: You can use Bluff to feint in combat, which causes your opponent to lose Dexterity bonus to Defence against your next attack. The DC is 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent has ranks in Sense Motive, the DC is 10 + their Sense Motive bonus, if higher.
Secret Messages: You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.
Action: Attempting to deceive someone or emoting sincerity take at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).
In combat, creating a diversion and feinting are both standard actions.
Using Bluff to deliver a secret message takes twice as long as the message would otherwise take to relay.
Try Again: If you fail to deceive someone, further attempts to deceive them take a -10 penalty and may be impossible at GM’s discretion.
You can attempt to feint against someone again if you fail.
Secret messages can be relayed again if the first attempt fails.
Synergy: Bluff grants synergy bonuses to Diplomacy, Intimidate, Sleight of Hands, and Disguise (to act in character).