Bluff
Full rules text, use cases, and edge-case handling for this skill.
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.
| Circumstances | Modifier |
|---|---|
| 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 DC | 10 + target's base attack bonus + target's Wisdom modifier |
| If target has more Sense Motive ranks than BAB | 10 + 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.