Bluff 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. Those with advanced training in Bluff can even lie to spells and effects that would determine their information without giving the target a chance to lie about it.
Words and glances can mean different things to different people. You know what to say and how to say it, and can use that to pass secret messages to others during public conversations.
The DC for this check is dependent on your relationship with the target: 12 for close friends, 15 for those you are familiar with, 18 for casual acquaintances, and 20 for complete strangers. 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.
Your attempt may be witnessed by others, however, and they may detect your attempt by succeeding on a Psychology check against a DC of 10 + your Bluff modifier. If their check result also exceed your check result, they determine the meaning of your innuendo.
Base DC: By relationship with target.
- DC+5 and above: You pass the exact idea you had intended, regardless of complexity.
- DC+0 to DC+4: You pass only simple ideas. Any complex ideas you wished to pass are lost.
- DC-1 to DC-5: You fail to pass any secret meaning at all. The only thing that came across was what you actually said.
- DC-6 and below: 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 GM.
You generally want people to believe that you are telling them the truth, especially if it isn’t the truth. You know how to craft lies well, so that they are more likely to be believed by those you are telling them to. This ability extends to pretending to be someone you’re not, though you need some actual practice to convincingly impersonate a specific individual.
There is no particular action or specific time invested in telling a convincing lie. The process is the same whether you are lying about an event or about who you are. You simply open your mouth to let the words fall out, and the lie (or lies) takes as much time as the conversation takes.
In order to determine when you are lying, the creatures you are interacting with must succeed on a Psychology check against a DC of 10 + your Bluff modifier. They gain a bonus or penalty to this check based on how well constructed and supported your lie is. Telling a lie does not automatically grant them a check. It’s possible for a powerful creature to see through your lie automatically, however, so you may want to only tell them truth or very well supported lies.
If you just need to buy yourself a moment to escape, it’s hard to beat the old “Hey, what’s that behind you!” You can attempt a similar 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 Psychology bonus +10, whichever is greater. Your one check result is used against all opponents present.
- DC+5 and above: You are able to take a standard action without being noticed.
- DC+0 to DC+4: You are able to take a move action without being noticed.
- DC-1 to DC-5: You do not distract your opponents, and you know it.
- DC-6 and below: 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.
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’re capable now of acting like a specific individual, though this can be tricky. Aside from having to actually look like them with a disguise, you also have to fool people who know the individual. When you are with someone who is familiar with real person, they gain a bonus to their Psychology based on how well they know the person better than you do. This ability otherwise functions as Lie Convincingly.
A truly skilled actor can maintain his facade even in the heat of battle. You may attempt to feign death when subject to an attack or effect, or feign a failed saving throw against an effect. Feigning death will not fool a close inspection. Some abilities, generally those that transform your physical form, are poor choices to feign suffering as your form does not change appropriately (though you can feign fighting off such an effect). This ability otherwise functions as Lie Convincingly.
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 of 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 attempt, however.
Base DC: Check result of opponent using Seriously Likeable or Campaigner ability from the Affability 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.
- DC+10 and above: Your opponent treats their check result as 15 points lower.
- DC+5 to DC+9: Your opponent treats their check result as 10 points lower.
- DC+0 to DC+4: Your opponent treats their check result as 5 points lower.
- DC-1 to DC-5: 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.
- DC-6 and below: 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.
Most people answer inquiries truthfully when those inquiries don’t use words. Abilities, thoughts, location, and other aspects of a person may be checked with magic, and those who do the checking expect to receive a true answer. You don’t want evil cultists to block you at the door because you don’t pass an alignment check. You don’t want the thought police to know what you really think of them. And you really don’t want people to be able to locate you while you’re working a job as someone else. So as you gain more skill, your skill at deception extends beyond questions asked with simple words to the magic that ruins many a good bluff before it has even been spoken aloud.
You gain a spell defense, equal to 8 + your Bluff modifier. Any time you are targeted with a [Mind-Affecting] Divination spell or effect, or an effect that would directly reveal information about your thoughts or capabilities, the user must succeed on a caster level check against that spell defense. Failure provides the user with no useful information. You also gain this defense against abilities that would reveal whether you are lying or faking a condition, in which case you always register as truthful if the user fails the check. This spell defense is assumed active unless specified, though you can suppress it at will as a non-action. It is separate from Spell Resistance, and always applies even if the effect in question does not allow SR.
You can take this ability a step further, however, and craft a false mind to present to the world. With 5 minutes of concentration and a DC26 Bluff check, you may craft a set of false thoughts, reduced abilities (hiding any ability you desire, but not adding new ones), alignment, and history. You retain access to all of your memories and abilities while this is active. You may cancel a false mind as a free action, and it is automatically cancelled if you begin concentrating to set a different false mind. Whenever you have a false mind active, any effects that fail to beat your spell defense provide information from your false mind instead of no information, allowing you to mislead as you see fit.
When you use Innuendo, you can now hide Push an Agreement and Coerce Assistance attempts within your Innuendo. You must succeed on the Innuendo check to use the ability, and you suffer a -5 penalty to the abilities as well unless you succeed on your Innuendo check by 5 or more.
You can already lie about most things that would give you away, and now you can even lie about being ‘you’ in a deep, fundamental sense. The spell defense you receive from False Self now applies against [Scrying] abilities and effects that would reveal your location. If the ability targets you directly, it fails if the caster does not succeed on the required check. If it targets an area, or if you would enter the area of effect for a sensor, the caster must succeed on the required check or you do not appear through the sensor and your sounds are not transmitted. Objects within the area that you pick up or move remain visible, so you can write visible messages in the sand if you like, but objects that you bring in with you are not.
When you have a false mind active, you may now apply your spell defense when subject to a Charm or Compulsion effect. If the user fails the check, the effect is only applied to your false thoughts. In this way, you may not be charmed into revealing yourself, compelled to admit or cancel your false mind, nor use abilities not possessed by your false mind against your allies. You may not act as yourself while your false mind is under a Charm or Compulsion, however, and are somewhat trapped by your own falsehood. You may still cancel the false mind as a free action, but any active Charm or Compulsion effects are transferred to your normal self when this occurs.