Convince an angry cyclops that you would not make a tasty meal or use misdirection to convey a secret message. This skill encompasses all the traits that go with being a convincing liar and teller of tall tales.

  • Check:
    A Bluff check is opposed by the target’s Sense Motive check. See the accompanying Bluff Examples table for examples of different kinds of bluffs and how they affect a target’s Sense Motive check for each one. Favourable and unfavourable circumstances weigh heavily on the outcome of a bluff. The two most common circumstances to weigh against you are as follows: If the bluff is hard to believe or the action that the target is asked to take goes against its own self-interest, nature, personality or orders. If it’s important, you can distinguish between a bluff that fails because the target does not believe it and one that fails because it just asks too much of them. For instance, if the target gains a +10 bonus on its Sense Motive check because the bluff demands something risky and the Sense Motive check succeeds by 10 or less, then the target did not so much see through the bluff as prove reluctant to go along with it. A target that succeeds by 11 or more has seen through the bluff. A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually one round or less) or believes something that you want them to. Bluff, however, is not a dominate will spell. A bluff requires interaction between you and the target as creatures that are unaware of you cannot be bluffed.

  • Feinting in Combat:
    You can also use Bluff to mislead an opponent in melee combat so that they cannot dodge your next attack effectively. To feint, make a Bluff check opposed by your target’s Sense Motive check, but in this case the target may add its base attack bonus to the roll along with any other applicable modifiers. If your Bluff check result exceeds this special Sense Motive check result, your target is denied its Dexterity bonus to Active Defence for the next melee attack you make against it. This attack must be made on or before your next turn. Feinting in this way against a non-humanoid, such as a ravening harpy, is difficult because it is harder to read a strange creature’s body language; you take a –4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) such as a chimera, the task is even harder; you take a –8 penalty. Against a non-intelligent creature, such as an animated skeleton, it is impossible to feint. Feinting in combat does not provoke an attack of opportunity.

  • Creating a Diversion to Hide:
    You can use the Bluff skill to help you hide. A successful Bluff check gives you the momentary diversion you need to attempt a Hide check while people are aware of you. This usage does not provoke an attack of opportunity.

  • Delivering a Secret Message: You can use Bluff to gain a message across to another character without others understanding it. The DC is 15 for simple messages or 20 for complex messages, especially those that rely on gaining across new information. Failure by four or less means you cannot gain the message across. Failure by five or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Sense Motive check opposed by the Bluff check you made to transmit in order to intercept your message (see the Sense Motive skill for more details).

  • Action:
    Varies. A Bluff check made as part of general interaction always takes at least one round and is at least a full-round action, but it can take much longer if you try something elaborate. A Bluff check made to feint in combat or create a diversion to hide is a standard action. A Bluff check made to deliver a secret message does not take an action; it is part of normal communication.

  • Try Again:
    Varies. Generally, a failed Bluff check in social interaction makes the target too suspicious for you to try again in the same circumstances, but you may retry freely on Bluff checks made to feint in combat. Retries are also allowed when you are trying to send a message, but you may attempt such a retry only once per round. Each retry carries the same chance of miscommunication.
  • Special:
    If you have the Persuasive feat, you gain a +2 bonus on Bluff checks.

  • Synergy:
    If you have five or more ranks in Bluff, you gain a +2 bonus on Diplomacy, Presence and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and are attempting to act in character.


Age of Heroes WolfLord