Bluff

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Epic Path \ Skills \


  • Ability Score Used: Charisma
  • Usable Untrained? Yes
  • Armor Check Penalty Applies? No

You know how to tell a convincing lie.


You can attempt to use Bluff to fool someone. A successful check convinces your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie.
Action Required:

Varies; anywhere from a free action in combat to several minutes, depending on how involved and complicated the lie is. Some truly convoluted con jobs might even take days or weeks.

DC of Check:

Opposed by the target's Sense Motive check

Modifiers to Check

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).

Circumstances Bluff 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 subject knows the lie can't be true -20 or more
The target is drunk or impaired +5
You possess convincing proof up to +10
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

The subject is not convinced. Particularly bad failures cause the subject to treat all future interactions with you with distrust and suspicion.

Retry Allowed?

If you fail to deceive someone, any further checks made to deceive them are made at a cumulative -10 penalty for each additional check, and may be impossible (GM discretion).

Provokes AOO?

No


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.
Action Required:

Delivering a secret message generally takes twice as long as the message would otherwise take to relay.

DC of Check:
Modifiers to Check

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.

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure
Retry Allowed?

Yes. Secret messages can be relayed again if the first attempt fails.

Provokes AOO?


Feign Harmlessness

It's often useful to attempt to convince your enemies you are no threat to them.

Check: 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.

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

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.


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.


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).


Quick Secret Message

You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack.
Action Required:

Standard Action

DC of Check:
  • A player attempting to use feint against a monster or NPC must roll a Hard DC vs. the CR of the target creature.
  • Monsters and NPC's who wish to use feint against a PC must target a DC of either 10 + half the PC's level + the PC's Wisdom modifier, or 10 + the PC's Sense Motive bonus, whichever is higher.
Modifiers to Check

-

Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure

Failure means the target creature retains its Dex bonus to AC, and your standard action is wasted.

Retry Allowed?

Yes. You can attempt to feint against someone again if you fail.

Provokes AOO?

No


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.

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.

Actions Used

  • Feign Harmlessness: Attempting to appear harmless is at least a full-round action, possibly more.
  • Feint in Combat: Feinting in combat is a standard action.
  • Suggest Course of Action: at least 1 minute of continuous interaction.


Epic Skill Uses

Note: All uses below require a minimum of 21 Ranks in the skill to use.

Instill Suggestion

(DC 140)

Display False Alignment

(DC 70)

Disguise Surface Thoughts

(DC 100)

Lie Under The Effects of a Truth Spell

(DC 30 + double caster's level)