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Bluff

Full rules text, use cases, and edge-case handling for this skill.

Charisma Usable Untrained

Description

Bluff allows your character to deceive others through outright lies, misdirection, misleading body language, and feigned intentions. It covers three distinct uses: convincing someone of a falsehood, feinting in combat to deny a target their Dexterity bonus to AC, and sending secret messages hidden inside normal conversation.

Bluff is opposed by the target's Sense Motive — you are not rolling against a fixed DC but against another creature's ability to read you. The GM adjusts the difficulty based on how believable the deception is in context.

Check

Deceive a Target

Your Bluff result is opposed by the target's Sense Motive check. The GM applies a modifier based on how plausible the lie is given what the target knows.

CircumstancesModifier
The target wants to believe you+5
The deception is plausible and has no obvious holes+0
The deception is unlikely but possible–5
The deception is far-fetched–10
The deception is impossible given what the target knows–20

Feint in Combat

As a standard action, you can feint to deny your target their Dexterity bonus to AC against your next melee attack this turn. This is a Bluff check opposed by the target's Sense Motive, with bonuses replacing the normal opposed check DC.

Feint DC
Base DC10 + target's base attack bonus + target's Wisdom modifier
If target has more Sense Motive ranks than BAB10 + target's Sense Motive modifier instead

Improved Feint (feat): Reduces feinting to a move action. Greater Feint (feat): Feinting also causes the target to lose their Dex bonus against all attacks until the start of your next turn, not just your next attack.

Secret Messages

You can pass a hidden message to an ally in earshot within the flow of normal conversation. Your Bluff is opposed by the Sense Motive of anyone who might overhear. If you fail by 5 or more, the message is miscommunicated — your ally receives the wrong information.

Action

Deceive a target: At least a full round; elaborate deceptions may take minutes or longer at GM discretion.

Feint in combat: Standard action (move action with Improved Feint).

Secret message: Part of normal conversation — no additional action beyond speaking.

Try Again

Deceive a target: Generally no. Once a target sees through a lie or suspects deception, they become increasingly wary — further attempts against the same target in the same situation are made at a cumulative –5 penalty at GM discretion.

Feint: Yes, each round you may attempt a new feint.

Secret message: Yes, with a new conversation attempt.

Special

  • Deceitful (feat): +2 to Bluff (and Disguise); increases to +4 in each with 10 or more ranks.
  • Creating a diversion to hide: A successful Bluff check to distract an observer allows you to attempt a Stealth check immediately, even without cover or concealment. See the Stealth skill for details.
  • Bard: Bluff is a class skill. Several bardic performance options and spell interactions key off Bluff results.
  • Rogue: Bluff is a class skill. The Misdirection talent and several advanced talents build on feinting.
  • Inquisitor: Bluff is a class skill; the Conversion inquisition grants a bonus equal to Wisdom modifier.

Untrained

Yes. All uses of Bluff are available untrained.