Bluff (Cha)
You know how to lie and deceive.
Check: A Bluff check is opposed by your opponent's Sense Motive check. Typical modifiers include:
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
CONVEY SECRET MESSAGE
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. (This use takes the place of the old Innuendo skill.)
Quick Secret Message: You can attempt to deliver a secret message in no more time than it would normally take to deliver openly, but you take a –10 penalty on your Bluff check for doing so.
Retry: Yes. Secret messages can be relayed again if the user realizes the first attempted failed.
Special: You can take a 10 on Bluff checks to convey a secret message, but not a 20.
Time: Delivering a secret message generally takes twice as long as the message would otherwise take to relay.
DECEIVE OR LIE
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. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).
Fast Talk: You can attempt to tell a lie to a target so quickly that it goes unquestioned. Doing so requires half the normal time to convince the target, to a minimum of one standard action, but in doing so you take a –10 penalty on your Bluff check.
Retry: 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).
Special: You may take a 10 on Bluff checks to deceive or lie, but not a 20.
Time: 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).
FEIGN HARMLESSNESS
You attempt to convince your target you are harmless through your actions and posture. If you are at least one size category smaller than your target and have taken no effective offensive actions that your target has seen, you gain a +5 circumstance bonus on this check. Even if you have proven yourself capable of dealing damage, an effort to present your previous success as a one-time fluke takes only a –10 penalty on the check.
Feign Injury: Whenever you are dealt damage, you can make a Bluff check as an immediate action to convince foes you have been injured to a different extent than you truly have been, opposed by a Sense Motive check. You can appear to be uninjured, mildly injured (with more than half your total hit points remaining), significantly injured (reduced to less than half hit points), disabled (at 0 hit points), dying (at negative hit points), or dead. For each step away from your true condition you pretend to be, you suffer a cumulative –2 penalty on your Bluff check. If you pretend to be dying or dead, you must fall prone accordingly (a free action).
Retry: You can attempt to feign harmlessness to the same target again, but each previous failed check increases the DC to convince your target by 5. This increase resets after 1 hour has passed.
Special: You may take a 10 on Bluff checks to feign harmlessness, but not a 20.
Time: Attempting to appear harmless is at least a full-round action, possibly more. (Feign injury is different, see above.)
FEINT IN COMBAT
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.
Retry: Yes. You can attempt to feint against someone again if you fail.
Special: You may not take a 10 or a 20 when feinting in combat.
Time: Feinting in combat is a standard action.
PERFORM INCONSPICUOUS ACTION
You can avoid drawing attention to yourself when performing conspicuous actions such as picking up an object in a museum where handling the exhibits is frowned upon but not a matter of grave concern, or closely studying someone across a room at a party.
Your Bluff check is opposed by observers’ Sense Motive checks. You can’t attempt the check if your very presence is suspicious (which you could prevent by altering your appearance with the Disguise skill).
Retry: No. If your Bluff check is opposed by a Sense Motive check, you generally can't attempt the action a second time after you've been made.
Special: You may take a 10 on Bluff checks to perform inconspicuous actions, but not a 20.
Time: You attempt the Bluff check as part of performing the action you wish to render inconspicuous. Normally, you must take twice as long as normal to perform the action in order to make it inconspicuous. A standard action becomes a full-round action completed just before the start of your next turn and a free, immediate, move, or swift action becomes a standard action.
SUGGEST COURSE OF ACTION
You can use Bluff and Diplomacy together to make a request of a creature, without it even realizing you have made the request.
You can gradually coax a target into thinking a suggestion is entirely its own idea, making the creature more likely to act on the idea than if you had suggested it outright. You discuss topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action you have led it to.
You first attempt a Bluff check to convince the target that your request was actually its idea. This is always treated as far-fetched circumstances, resulting in a –10 penalty on the check. If successful, you then attempt a Diplomacy check to make the request of the creature, treating its attitude toward you as indifferent for this single request (regardless of its actual attitude).
Retry: If you fail to convince someone, any further checks made to deceive them are made at a –10 penalty and may be impossible (GM discretion).
Special: You may take a 10 or a 20 on Bluff checks to convince the target it is their idea. See Diplomacy for rules on the Diplomacy check.
Time: Planting the notion and then coaxing a target into suggesting the notion himself each require at least 1 minute of continuous interaction. This can be difficult to arrange with a hostile or unfriendly creature. (Note time differences when taking a 20.)
BLUFF UNCHAINED
By taking the Signature Skill feat, you can unchain the following special bonuses: