Bluff Skill in Aertrea | World Anvil
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Bluff Skill

General Skills Rules:
  • Taking 10: If you are not threatened or distracted you can take 10 on a roll.
  • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
  • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
  • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.Bluff (CHA):
Bluff:   Requires: can be part of another action (feint), usually a full round action with a duration of a single round, can be longer at DM’s discretion. May require longer for elaborate bluffs.   Retries: none generally, ok for feinting.   Opposed check: sense motive Make another believe your Lie: opposed by sense motive   Feinting In combat: opposed by sense motive check + base attack, done as a standard action that does not provoke AoO. If successful, that target is denied DEX to AC against your next melee attack against it (must be taken before end of next turn). Impossible against non-intelligent foe.   Creating a Diversion to Hide: as standard action, opposed by sense motive, allows you to hide, if you have cover/concealment, even when others are aware of you   Delivering a Secret Message: its DC 15 for simple messages and DC 20 for complex ones, others listening may make opposed sense motive checks to understand message. Failure by 4 or less indicates message not gotten across, failure by 5 or more indicates false information relayed   Heckling: make bluff vs. targets concentration check, if successful they have -2 on perform checks + another -2 per 5 you won check by. Takes 1 minute.   Synergy: 5 ranks in bluff gives you +2 on diplomacy, intimidate and sleight of hands checks and +2 on disguise checks to act in character.   Action and DC:
  • Audience of Bluff wants to believe you DC:-5
  • Lie is believable and doesn’t affect target much DC:+0
  • Little hard to believe or puts target at some risk DC:+5
  • Hard to believe or puts target at significant risk DC:+10
  • Bluff is very hard to believe DC:+20
  • Feinting against non-humanoid DC:-4
  • Feinting against foe of animal intelligence DC:-8
  • Deliver secret message, simple DC:15
  • Deliver secret message, complex DC:20

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