Bluff

Key Attribute: Intelligence

The bluff skill is a social skill involving the art of trickery. With it you can convincingly lie, hurt the image of others, and take on the identity of another individual.

Untrained Ability

Combat Distraction
You can attempt a distraction, buying yourself a bit of time to start on your escape. This requires a swift action, and the DC for this bluff check is equal to your opponent’s base attack bonus or psychology bonus (whichever is higher) +10. This distraction causes your opponents to very briefly turn their attention away from you. In the process, they also turn their attention away from everything on your side of them, so anyone with you who was ready for a break can take advantage of your distraction. Your opponents' inattention lasts as long as indicated in the check results below. It is generally enough time for a running start, to disappear into a crowd, or even teleport away, and those actions can be invaluable if you have to escape.

If you are facing multiple attackers, you only roll once against all of their DCs. Anyone that you distract with this ability does not threaten you during your action, but they are not considered flat footed and retain their Dex bonuses to AC. Any who are not distracted are able to act normally, taking whatever attacks of opportunity or other actions they feel appropriate.

Base DC: Opponents’ Base Attack Bonus +10 or their Sense Motive bonus +10, whichever is greater. Your one check result is used against all opponents present.

Success: You are able to take a move action without being noticed. If you exceed the DC by 5, you are able to take a standard action without being noticed.

Failure: You do not distract your opponents, and you know it. If you fail the check by more than 5 points, your opponents have pulled one over on you. They act as if they fell for your clever ruse, but they witness your action and continue threatening any spaces you occupy. They are able to act as they deem appropriate.

Rank 1 Ability

Innuendo
Words can mean different things to different people, and you can use that to pass secret messages to others during public conversations. The DC for this check is 15, but may be increased by 5 if you are not sufficiently familiar with the recipient. There is no action for this ability, it simply takes as long as the conversation takes, and you only roll once at the end to see if the ideas were passed successfully. You may choose to make additional checks for additional messages after the first has been completed, regardless of success or failure, but you continue to spend time on the attempt and the target may have a different attitude towards you after your first attempt.

Base DC: 15, +5 if you are not familiar with the target

Success> You pass only simple ideas. Any complex ideas you wished to pass are lost. If you exceed the DC by more than 5, you pass the exact idea you had intended, regardless of complexity.

Failure: You fail to pass any secret meaning at all. The only thing that came across was what you actually said. If you fail the check by more than 5, you pass a secret meaning, just not the one you had intended. You are encouraged to suggest an alternate message (preferably humorous or detrimental to your goals), but the final decision of what message was actually passed is up to the Games Master.

Rank 2 Ability

Poker Face
You know how to craft lies well, so that they are more likely to be believed by those you are telling them to. Your bluff check is a measure of how good a lie you’ve told; you gain a modifier to your check based on the content of the lie. To detect your lie, targets must exceed your bluff check with a psychology check of their own; if they don’t exceed your check result they have no reason to suspect that you are lying and believe what you have told them. Telling a lie doesn’t entitle a character to a check, however, and it’s possible to tell enough truths before the lie to trick a character into forgoing their perception check later in a conversation. Note that it’s possible for a high level character to see through your lie automatically, so you may want to only tell them the truth or very convincing lies.

Base DC: None. Your check result is used as the base [[[Sense Motive]] DC for someone to disbelieve your statement. Modify your check result with the table below.

Bluff Check Modifier
The bluff is a minor distortion of facts, or is nestled in lots of other true things +5
The bluff is well crafted and does not stretch believability +0
The bluff is a poorly crafted or a little hard to believe without evidence -5
The bluff contains several inconsistencies or would be very hard to believe without evidence -10
The bluff contains obvious inconsistencies, is actually impossible, or otherwise ridiculous -15

Rank 4 Ability

Assume Identity
Whether you look like someone else or not, once you decide to pretend to be someone else it’s important to remain in character. You know how to keep in character, even when things around you might make that problematic. In general, however, if you assume an alternate identity no one knows any better and you will only be in danger of discovery when people challenge you. If you pretend to be a serf or farmer few people are going to care, but you may have difficulties getting into sensitive places. You make checks only when trying to pass yourself off against someone who is suspicious of everyone, like a guard at the town gate or a group in a bar that doesn’t like outsiders. If you are masquerading as a noble, military officer, cleric, or any other person whose status could be checked you need only make a check when someone demands proof of your status or seems confused by your presence. In either case, you only need to make a check against a person or group one time. After the initial check, most challengers will be satisfied and you will likely go for days before having to make another bluff check to avoid discovery. If they find reason to suspect you later, however, they may force you to make an additional check. Your check result serves as the DC to recognize you as an imposter.

The situation is slightly different if you are impersonating a specific, real individual. Aside from having to actually look like them with a disguise, you also have to fool people who know the individual. You still make checks as above unless you are spending time with someone who knows the actual person. When you are with someone who knows the real person, you make checks hourly. If they know the person better than you do, you suffer a penalty to your check result as if you had poorly crafted your bluff; the degree to which they know the individual better than you determines the magnitude of your penalty. You actually are poorly crafting your bluff in all of these cases; it’s just that most people don’t notice.

Base DC: None. Your check result is used as the base Sense Motive DC for someone to disbelieve your identity. Modify your check result with the table below.

Bluff Check Modifier
The bluff is a minor distortion of facts, or is nestled in lots of other true things +5
The bluff is well crafted and does not stretch believability +0
The bluff is a poorly crafted or a little hard to believe without evidence -5
The bluff contains several inconsistencies or would be very hard to believe without evidence -10
The bluff contains obvious inconsistencies, is actually impossible, or otherwise ridiculous -15

Rank 5 Ability

Trick Shot
You can feint with a ranged weapon against a foe within 30 feet. This is otherwise identical to feinting in combat.

Rank 6 Ability

Mock and Deride
Anyone can heckle a speaker or slander a public figure, but you can do it with style. When others speak and attempt to garner favor for themselves, you can twist their words and otherwise cause them to err. This allows you to counter the Seriously Likeable and Campaigner abilities in the affability skill, blunting the goodwill they would gain or even causing them to lose it entirely. The DC for this check is the check result that you are attempting to counter. If you can engage them directly, the effect of your derision applies to everyone your opponent was using their ability on. Otherwise this lowered result only counts within earshot of yourself (generally a 20’ radius for a massive address). There is no action for this ability, it takes as long as the speech you are countering does. You suffer an increased DC if you miss more than the first quarter of your opponent’s action however.

Base DC: Check result of opponent using the Campaigner ability from the Diplomacy skill, +2 if present for only ½ to ¾ of the opponent’s action, +5 if present for only ¼ to ½, and +8 if present for less than ¼.

Success: Your opponent treats their check result as 5 points lower. If you exceed the DC by 5, your opponent treats their check result as 10 points lower. If you exceed the DC by 10, your opponent treats their check result as 15 points lower.

Failure: You fail to sway the opinions of those near you away from the honeyed words of your opponent. Their check result remains as they rolled it, and they benefit from it as such. If you fail the check by more than 5, you make a fool of yourself, and only serve to make your opponent look better. Your opponent treats their check result as 5 points higher.

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