You can make outrageous claims or untrue statements seem plausible. The skill encompasses conning, fast-talking, misdirection, prevarication, and deception through body language. Use a bluff to sow temporary confusion, get someone to turn their head in the direction you point, or simply look innocuous.
You can also use Bluff to send and understand secret messages while appearing to be talking about something else entirely.
Check: A Bluff check is opposed by the target’s 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 that the bluff requires goes against the target’s self-interest, nature, personality, or orders.
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 of the target.
A successful Bluff check indicates that the target reacts as you wish, at least for a short time (a round or less), or the target believes something you want him to believe.
A Bluff requires interaction between the character and the target. Targets unaware of the character cannot be bluffed.
|Circumstance||Sense Motive Modifier|
|Target wants to believe you||-5|
|Bluff is believable and doesn’t affect the target much||+0|
|Bluff is a little hard to believe or puts target at risk||+5|
|Bluff hard to believe, or great risk for target||+10|
|Bluff is nearly too incredible to believe||+20|
Feinting in combat: You can also use Bluff to mislead an opponent in combat so that he can’t dodge your attack effectively. If you succeed, the next attack you make against the target ignores their Dexterity bonus to Defense (if there is one) – thus lowering the Defense score. Using Bluff this way against a creature of animal intelligence (Int 1 or 2) requires a -8 penalty on the check. Bluffing a non-intelligent creature is impossible.
Feint in starship combat: With a successful Bluff check, you mislead another starship so that it can’t dodge your attack successfully. This check is opposed by the target pilot’s Sense Motive check. If you succeed, the next attack your starship makes against the target ignores its pilot’s Dexterity bonus to defense (if it has one), thus lowering the target’s Defense score.
You cannot use this tactic against a starship that’s flying on auto-pilot. Using Bluff as a feint in starship combat is an attack action.
Creating a Diversion to Hide: You can use Bluff to help you hide. A successful Bluff check gives you the momentary diversion you need to attempt a Hide check while people are aware of you.
Sending a Secret Message: You can use Bluff to send and understand secret messages while appearing to be talking about other things. The DC for a basic message is 10. Complex messages, or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be relayed and understood.
Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender’s Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. Of the eavesdropper beats the DC by 5 or more, they understand the secret message.
Whether trying to send of intercept a message, a failure of 5 or more points means that one side or the other misinterprets the message in some fashion.
Try Again?: Generally, a failed Bluff check makes the target too suspicious for you to try another Bluff in the same circumstances. For feinting in combat, you may try again freely.
If you have the Starship Feint Feat, you gain a +2 bonus on Bluff checks when using the skill to feint in starship combat.
A character with the Deceptive Feat gets a +2 bonus on all Bluff checks.
Time: A Bluff takes at least 1 combat round (and is at least a full-round action) but can take much longer if you try something elaborate. Using Bluff as a feint in combat is an attack action.