[skills]

Bluff (Cha)

You know how to tell a lie.

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. 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).

CircumstancesBluff
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
Feint

You can 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.

Secret Messages

You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. 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 communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.

Action

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).

Feinting in combat is a standard action.

Using Bluff to deliver a secret message takes twice as long as the message would otherwise take to relay.

Try Again

If you fail to deceive someone, further attempts to deceive them are 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

A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.

If you have the Deceitful feat, you get a bonus on Bluff checks.

Bluff Skill Unlocks

Pathfinder Unchained
With the Signature Skill feat and sufficient ranks in Bluff, you earn the following.

5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

10 Ranks: You take no penalty to Bluff a creature after a failed check unless you failed by 5 or more.

15 Ranks: Creatures magically attempting to read your thoughts, detect your alignment, or reveal when you are lying must attempt a caster level check (DC = 11 + your ranks in Bluff) or the effect reveals nothing.

20 Ranks: As a full-round action, you can make a suggestion (as the spell, maximum duration 1 hour) to a creature within 30 feet (Will negates, DC = 15 + your Charisma modifier). A creature that saves against your suggestion is immune to further uses of this effect for 24 hours, and whenever the suggested creature is specifically confronted with proof of your manipulation, it receives another saving throw. This is an extraordinary mind-affecting compulsion.

Feign Harmlessness

Giant Hunter's Handbook
It's often useful to convince enemies you are no threat to them.

Check

Rather than explicitly stating that you are harmless, you convince your target by exuding harmlessness through your actions and posture. Giants enjoy believing they are too powerful to worry about smaller creatures, which works in the favor of those who wish to not be seen as a threat. 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, as the target is convinced of its own unassailable superiority. Even if you have proven yourself capable of dealing significant damage to a giant, an effort to present your previous success as a one-time fluke takes only a -10 penalty on the check for being unlikely, as giants easily believe the success of smaller creatures has more to do with luck than skill.

Action

Taking steps to appear harmless requires a full-round action, though a GM may require more involved Bluff attempts to take longer.

Try Again

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.

Inconspicuous Action

Spymaster's Handbook
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.

Check

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).

Action

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.

Plant Notion

Giant Hunter's Handbook
You can use Bluff and Diplomacy together to make a request of a creature, without it even realizing you have made the request.

Check

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).

Action

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, though giants are sometimes more willing to have longer discussions with foes they consider harmless.