Bluff

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You know how to tell a lie. Simple as that.


Action

Table: Bluff DC Modifiers
Circumstances Bluff Modifier
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

Deceive Someone

Attempting to deceive someone takes 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).

Feint

You can also use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. For more information on feinting, see Combat.

Secret Messages

You can use Bluff to pass hidden messages to another character without others understanding your true meaning. 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 speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Sense Motive check against your Bluff result. Delivering a secret message generally takes twice as long as the message would otherwise take to relay.

Check

Bluff is an opposed skill check against your opponent’s Sense Motive skill. If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie. Review the 'Bluff DC Modifiers' table on this page. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).

Try Again

If you fail to deceive someone, any further checks made to deceive them are made at a –10 penalty and may be impossible (GM discretion). You can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails.

Special

  • Feats:
  1. If you have the Deceptive Feat, you gain a +1 bonus on Bluff skill checks.
  2. If you have the Confident Feat, you gain a +1 bonus to Bluff and Diplomacy checks.
  3. If you have the Improved Feint Feat, you gain an Advantage bonus on Bluff checks made to feint in melee combat.
  • Species: Certain race's may have modifiers to this skill. Review the Species page: