Bluff (Cha, Interaction)


Bluff is the skill of making the outlandish seem credible. It covers acting, fast-talk, trickery, and subterfuge.

Check: A Bluff check is opposed by the target|s Bluff or Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against you: the bluff is hard to believe, or the action the bluff requires goes against the target|s self-interest, nature, personality, orders, or allegiance.

If it|s important, the GM can distinguish between a bluff that fails because the target doesn|t believe it and one that fails because it asks too much. For instance, if the target gets a +10 bonus because the bluff demands something risky, and the Sense Motive check succeeds by 10 or less, then the target didn|t so much see through the bluff as prove reluctant to go along with it. If the target|s Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded even if it had not placed unusual demand on him (that is, even without the +10 bonus).

A successful Bluff check indicates the target reacts as you want, at least for a short time (usually 1 round or less), or believes what you say.

CircumstancesResistance modifier
The target wants to believe you.-5
The bluff is believable and doesn|t affect the target much one way or the other.+0
The bluff is a little hard to believe or puts the target at some kind of risk.+5
The bluff is hard to believe or entails a large risk for the target.+10
The bluff is way out there, it|s almost too incredible to consider.+20


Try Again: Generally, a failed Bluff check makes the target too suspicious for you to try again under the same circumstances. When feinting or tricking in combat, you can try again freely, but targets get a cumulative +1 bonus to resist each time you try to bluff them in combat after the first.

Action: A bluff normally takes at least a full round but can take longer if you try something elaborate. Using Bluff to feint or trick in combat is a standard action, as is using Bluff to create a diversion to hide. You can feint, trick, or create a diversion as a move action by taking a -5 penalty on your check.

MMSkills
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