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View Full Version : Index Stop Flubbing Your Bluffs: The reference guide to successful truthtelling



daremetoidareyo
2016-10-27, 12:31 PM
Stop Flubbing Your Bluffs
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SRD Description
You can make the outrageous or the untrue seem plausible, or use doublespeak or innuendo to deliver a secret message to another character. The skill encompasses acting, conning, fast talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn and look where you point, or simply look innocuous.


Check
A Bluff check is opposed by the target's Sense Motive check. See the accompanying table for examples of different kinds of bluffs and the modifier to the target's Sense Motive check for each one.







Example Circumstances


Sense Motive Modifier




Target wants to believe you.
“These emeralds aren’t stolen. I’m just desperate for coin right now, so I’m offering them to you cheap.”


-5




The bluff is believable and doesn’t affect the target much.
I don’t what you’re talking about, sir. I’m just a simple peasant girl here for the fair.”


0




The Bluff is a little hard to belie or puts the target at some risk.
“You orcs want to fight? I’ll take you all on myself. I don’t need my friends’ help. Just don’t your blood all over my new surcoat.”


+5




The bluff is hard to believe or puts the target at significant risk.
“This diadem doesn’t’ belong to the duchess. It just looks like hers. Trust me, I wouldn’t sell you jewelry that would get you hanged, Would I?”


+10




The bluff is way out there; it’s almost too incredible to consider
“You might find this hard to believe, but I’m actually a lamas who’s been polymorphed into halfling form by an evil sorcerer. You know we lamas are trustworthy, so you can believe me.”


+20




EPIC: Instill Suggestion in Target: This is identical to the effect of the suggestion spell, except that it is nonmagical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25)


+50









Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against you: The bluff is hard to believe, or the action that the target is asked to take goes against its self-interest, nature, personality, orders, or the like. If it's important, the DM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus on its Sense Motive check 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. A target that succeeds by 11 or more has seen through the bluff (and would have done so even if that bluff had not entailed any demand).


A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe. Bluff, however, is not a suggestion spell. For example, you could use bluff to put a shopkeeper off guard by saying that his shoes are untied. At best, such a bluff would make the shopkeeper glance down at his shoes. It would not cause him to ignore you and fiddle with his shoes.


A bluff requires interaction between you and the target. Creatures unaware of you cannot be bluffed.


Action: A Bluff check made as part of general interaction always takes at least 1 round (and is at least a full-round action), but it can take much longer if you try something elaborate.


Try again: Generally, a failed Bluff check in social interaction makes the target too suspicious for you to try again in the same circumstances.


Feinting in Combat:
You can also use Bluff to mislead an opponent in melee combat (so that it can't dodge your next attack effectively). To feint, make a Bluff check opposed by your target's Sense Motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers. If your Bluff check result exceeds this special Sense Motive check result, your target is denied its Dexterity bonus to AC (if any) for the next melee attack you make against it. This attack must be made on or before your next turn. Feinting in this way against a non-humanoid is difficult because it's harder to read a strange creature's body language; you take a —4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it's even harder; you take a —8 penalty. Against a non-intelligent creature, it's impossible. Feinting in combat does not provoke an attack of opportunity.


Creating a Diversion to Hide:
You can use the Bluff skill 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. This usage does not provoke an attack of opportunity.
Speaker in Dreams p.9:
If the characters follow the fleeing wererats, compare the speed of each fleeing wererat (40 feet in hybrid form) to the speed of the pursuing party members. A fleeing wererat takes a double move action each round, cover 80 feet while running along side streets and alleys...Each round, the wererat makes a bluff check (+0 for normal wererat, +5 for leader) opposed by the pursuers sense motive check. If the bluff succeeds, the wererat makes a hide check (+11) opposed by the pursuer's spot check, with a -1 penalty for each 10 feet of distance. If the hide check is successful, the wererat eludes the pursuing character.


Action: A Bluff check made to feint in combat or create a diversion to hide is a standard action.


Try Again: You may retry freely on Bluff checks made to feint in combat.


Delivering a Secret Message:
You can use Bluff to get a message across to another character without others understanding it. Two rogues, for example, might seem to be talking about bakery goods when they're really planning how to break into the evil wizard's laboratory. The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or less means you can't get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Sense Motive check opposed by the Bluff check you made to transmit in order to intercept your message (see Sense Motive, page 81).


Drow of the Underdark p.42: Delivering a Secret Message: Given the unique form of Drow Sign Language, some dark elves learn to incorporate elements of the complex language into normal body movements. You can substitute Dexterity for Charisma when making Bluff checks to deliver a secret message, if you and the recipient are both fluent in Drow Sign Language.


Action: A Bluff check made to deliver a secret message doesn't take an action; it is part of normal communication. However, the DM may limit the amount of information you can convey in a single round.


Try Again: Retries are also allowed when you are trying to send a message, but you may attempt such a retry only once per round. Each retry carries the same chance of miscommunication.


Epic Uses of Bluff (SRD)





Task
DC


Display False Alignment
70


Disguise Surface Thoughts
100







Display False Alignment
The character can fool alignment-sensing effects by displaying a false alignment of his or her choice. Once set, a false alignment remains as long as the character remains conscious and awake. Setting or changing a false alignment requires a full-round action.


Disguise Surface Thoughts
The character can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While the character can’t completely mask the presence of his or her thoughts, he or she can change his or her apparent Intelligence score (and thus the character’s apparent mental strength) by as much as 10 points and can place any thought in his or her “surface thoughts” to be read by such spells or effects. If a character attempts to use Sense Motive to detect his or her surface thoughts (see the Sense Motive skill description), this becomes an opposed check (though any result lower than 100 automatically fails).


SEDUCTION (Sword and Fist (3.0) p.10)
You can use Bluff to convince members of the opposite sex to believe that your romantic intentions are sincere, persuading him or her to do you a small, temporary favor (such as looking the other way as you climb up the wall and into the window, or giving you the password that allows you to pass safely by the guards.) This action cannot be used during combat.

Tailing Someone Complete Adventurer p. 102
Even if you fail a Hide check while tailing someone or are spotted while moving too great a distance between hiding places, you can attempt a Bluff check opposed by your quarry’s Sense Motive check to look innocuous. Success means your quarry sees you but doesn’t realize you’re tailing; failure alerts him or her that you’re actually following. A modifier may apply to the Sense Motive check, depending on how suspicious your quarry is. The table below gives Sense Motive modifiers for particular situations.






Your Quarry

Sense Motive Modifier



Is sure nobody is following

-5



Has no reason to suspect anybody is following

0



Is worried about being followed

+10



Is worried about being followed and knows that you’re an enemy

+20








TAUNTS (Dragonlance Campaign Setting p.29)
Taunts and the Bluff Skill: Although kender are especially good at it, any character can attempt to make a Bluff check to taunt a foe. The target of the Bluff check must be able to see and hear the taunting character and must be an intelligent creature who understands the taunting character’s language. Creatures that are immune to mind-affecting effects are immune to this use of the Bluff skill.

Taunt: To taunt an opponent in combat, make a Bluff check opposed by a Sense Motive check by your target. if you Bluff check exceeds your target’s Sense Motive check, your target is nettled by your taunts and suffers a -1 penalty on his attack rolls and AC until your next action. An enemy distracted by your taunts is likely to direct his next attack at you, but is under no compulsion to do so. Using the Bluff skill to taunt a foe requires a standard action, but does not provoke an attack of opportunity.

HECKLING: (RACES OF STONE p.130)
For some jaded or mean-spirited souls, part of the fun of viewing a performance includes attempting to heckle performers into making mistakes. They use this skill to influence performers or public speakers and disrupt their efforts.

Check: Heckling involves making a Bluff check opposed by the target’s Concentration check. More than one person can aid a heckler, using the aid another action (see page 65 of the Player’s Handbook), by making a DC 10 Bluff check.
If you succeed, the performer is distracted by your abuse and taunts, and he must make an immediate Perform check with a –2 penalty. For every 5 points by which your Bluff check exceeds the performer’s Concentration check, the penalty worsens by an additional 2. (So a Bluff check that beats the Concentration check by 11 results in a –6 penalty.) This new Perform check is required even if the performer has already made one or more successful checks during the same performance, and the result of the new Perform check replaces any previous result.
If your Bluff check is unsuccessful, the audience sides with the performer, admiring his composure under fire. The performer receives a +2 circumstance bonus on Perform checks for the remainder of the performance, and you have probably now offended the crowd. At the DM’s option, you might have angered powerful nobles in attendance, or you could suffer attack at the hands of an unruly bar crowd—effects vary depending on the setting and mood of the audience. Even if you succeed on the heckle attempt, a chance exists that the performer’s new Perform check is better than his previous result. In such an instance, the crowd responds just as if you had failed your Bluff check to heckle.

Action: An attempt to heckle takes 1 minute.

Try Again: No. You cannot try again during the same performance.chance exists that the performer’s new Perform check is better than his previous result. In such an instance, the crowd responds just as if you had failed your Bluff check to heckle.

Pretending to "accidentally" hurt other people in Arcane Tournaments ... or not (Complete Arcane p.178)
Knowing that any intentionally pulled or nonlethal melee attack spell has a random chance of dealing full lethal damage, duplicitous spellcasters sometimes attempt to deceive their opponent and any witnesses as to their efforts to keep a duel nonlethal. The duelist can attempt a Bluff check immediately prior to casting a spell for full lethal damage, and the opponent and any witnesses are entitled to Sense Motive checks (with a bonus equal to the level of the spell the duelist intends to cast) to see through the ruse. If the Bluff check is successful (and the spell deals damage successfully), it appears that the caster tried to pull or deal nonlethal damage with the spell he cast, but failed to do so because of an unforeseen movement on the part of his foe. In the case of duels involving two player characters, the DM can ask for the intention to deceive to be relayed clandestinely. The DM then rolls the Bluff and Sense Motive checks secretly so that a character who suddenly finds herself blasted by a spell’s full power won’t automatically know whether the damage was intentional or whether the other character’s spell simply became lethal accidentally. It’s also possible to run this bluff in reverse when an arcanist wants to conceal that he is trying not to kill his foe (useful in duels when a high-level spellcaster wants to teach a talented upstart a lesson but doesn’t want to run the risk of killing him). This tactic is only effective when pulling the damage from energy spells (since taking nonlethal damage in a supposedly lethal duel is an obvious giveaway to the opponent).

"I Meant to Do That!" Fabulous Cats! Web (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c) (Cha; Trained Only; Felines Only)
Whenever you fail a Balance, Climb, Jump, or Perform check, you may immediately (as a free action) attempt a Bluff check opposed by the Sense Motive checks of any witnesses. Success means you fool the witness into believing that you meant to achieve the outcome that occurred; failure indicates that the witness knows you did not achieve your actual goal. This use of the Bluff skill is largely a matter of pride for most felines. A successful Bluff check has no game effect on a failed Balance, Climb, or Jump check, but it does enable the feline to ignore the increased DC of a subsequent Perform check against the same witnesses.

Instill Confidence in Troops (HEROES OF BATTLE p.93)
Use this skill to create a sense of confidence in your troops. You can make a group of soldiers believe they are stronger than they actually are, bolstering their morale temporarily. You can also convince them that an enemy force is not quite as powerful as they believe it to be, or that a mission is less dangerous than it truly is. This bolstered confidence does not necessarily last long, and your words might be quickly forgotten if the tide of battle turns against the troops.

Check: Your successful Bluff check opposed by your troops’ Sense Motive check (consider a group of new recruits to have a +1 Sense Motive modifier for this purpose) provides the affected targets a +2 bonus on their next morale check. However, those same troops have a –2 penalty on every subsequent morale check in that battle. The –2 penalty endures past the current battle if the same commander is left in charge of the unit. Veteran troops (those of 2nd level or higher) are resistant to pep talks, having already experienced the reality of the battlefield. Such troops have a +6 modifier on their Sense Motive checks to oppose your Bluff check. This ability affects up to ten characters for every rank you have in the Bluff skill. If both new recruits and veterans are present, make a separate check for each. For example, if you wish to bolster the morale of a company of 60 soldiers (40 new recruits and 20 veterans), you must have at least 6 ranks in Bluff and would make two checks, one for the new recruits and another for the veterans. Characters of your level or higher are immune to this effect.







Circumstance
Sense Motive Modifier


The target wants to believe you
“You have trained for this. You are ready. They’ll never know what hit them”


-5




The bluff is believable.
Orcs don’t fight well in the sunlight! We can take them!”


0




The Bluff is a little hard to believe
“Ogres aren’t that much taller than you! Just gang up on them!”


+5




The bluff is hard to believe
“Back to the battle! that dragon can only breath fire once per day! Quick, let’s get him while he’s vulnerable.”


+10









Action: A Bluff check made to inspire troops requires a full-round action.

Try Again: Yes, but once you’ve attempted this check in a battle or prior to a battle, you can’t use it again on the same troops for at least 24 hours.

Special


SRD: A ranger gains a bonus on Bluff checks when using this skill against a favored enemy
SRD: The master of a snake familiar or Liar Psi-Crystal (XPH p.23) or Sea Snake (SW p.52) gains a +3 bonus on Bluff checks.
Ghostwalk p.11: The faces of Death Depending on how grody you died: penalty on Bluff, Diplomacy, Gather Information, Perform, and Charisma checks to Influence NPC attitudes: Disturbing; -2, Repulsive -6, Gruesome -10.

Heroes of Horror p.64: Moderate Corruption effects: Paralyzed Face: Your facial muscles grow so feeble that you can no longer smile, frown, or show any emotion. Gain a +1 bonus on Bluff checks and take a –1 penalty on other Charisma-based ability checks or skill checks.

OA p.10: Rokugan Humans Scorpion clan members receive bluff as a class skill.
Magic of Faerun p.45: The Crossroads: Cajoling the Guardian: At the crossroads, the seeker can use Charisma, Bluff, Diplomacy, or Perform to cajole the guardian into letting her travel the backroads.



Synergy


If you have 5 or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you're being observed and you try to act in character.

Decorations (Heroes of Battle p.89)
If a character wears a genuine decoration he didn’t earn, he still gets the circumstance bonus on interaction involving viewers who don’t know the truth of the matter. Only an especially knowledgeable NPC will be able to tell that the PC didn’t earn the medal. Often this boils down to a Bluff check on the part of the PC, opposed by the NPC’s Sense Motive check. Circumstance bonuses from multiple decorations ordinarily stack with each other as long as each decoration represents a different circumstance (generally meaning that it was earned in a different battle or campaign). Keep track of which other medals you possess, however, because it’s possible that an NPC will recognize a well-*known minor decoration but not an obscure service decoration.

Unpopular Decorations: Decorations are impressive to those you fought together with and those you fought on behalf of. Of course, if you strut around the communities of your enemies, they regard you decorations as badges of shame, not of honor. Few people know what the decoration of enemy nations mean, so their negative effect on interactions isn’t as great. Add 5 to the knowledge history check DC to determine the nature of a decoration from any army other than the one that ordinarily responsible for the local area. If an NPC succeeds on the check, her initial reaction to the PC is one category worse than it would otherwise be. Likewise the circumstance bonus on interactions becomes a penalty instead.

If a character want to use a fake decoration, in most cases, doing so requires a disguise check, although written proclamations would require a forgery check. If the PC fails, the NPC’s reaction worsens by at least two categories and the NPC will probably try to expose the character’s chicanery to others.



Decoration
Circumstance bonus on Diplomacy checks made to adjust an NPC’s reaction and on Intimidate checks made to change an NPC’s behavior.
Automatically Affected
Kowledge (history) DC to identify (and be affected)


1 point wound
-
Virtually everyone


10




2 point training
+1
Soldiers in the same army


20




2 point service (specific battle)
+1
Soldiers in the same army


18




4 point service (specific campaign)
+2
Soldiers in the same army


15




5 point
+2
Soldiers in the same army


12




10 point
+2
Soldiers in the same army; Political and religions leaders in army’s territory


10




20 point
+3
Everyone in army’s territory


10




40 point
+4
Everyone in army’s territory


10




80 point
+5
Everyone in army’s territory and neighboring territories


10





False decorations may be paired with Giving orders rules that appear in Power of Faerun page 30: (diplomacy for requests, intimidate for orders)

Gambling (Races of Destiny p.10.): : Competitors can employ other skills to improve their chances. If the game rewards bluffing and concealed motives, a Bluff check that’s higher than everyone else’s Sense Motive check earns the bluffer a bonus on his Profession (gambler) check equal to the difference between his Bluff result and the highest Sense Motive result.

Sharn: City of Two towers p.132: Legal Debate:
While circumstances can be an important mitigating factor, the fact of the matter is that the skill of the barrister plays the most important role in the outcome of the case. Over the course of the trial, each barrister makes three Profession (barrister) checks; compare the results, with the higher total winning the round. Whoever wins two out of three rounds wins the case. The DM should modify these rolls based on the circumstances of the case. If the jury is hostile, the prosecuting barrister receives a +1 to +5 circumstance bonus; if the jury is friendly, the defending barrister receives this bonus. A barrister with at least 5 ranks of Bluff or Diplomacy receives a +2 synergy bonus on his check; these bonuses are cumulative. There is no rule stating that a recognized barrister must represent a defendant, so a character can choose to speak in his own defense or to appoint a friend as his advocate.


Book of Vile Deeds p.37 Torture:
Of course, a victim can choose to reveal the information before torture is applied. Merely threatening to use a torture device against a victim can be effective: If the torturer succeeds on a Bluff check opposed by the victim’s Sense Motive check, the torturer can use half of the device’s circumstance bonus on her subsequent Intimidate check.

Book of Vile Deeds p.38 Lying under Torture:
A victim can attempt to mislead a torturer, pretending to give up the real information in hopes the torturer will end the pain. The victim’s Bluff check is opposed by the torturer’s Sense Motive check if the victim lies or misleads the torturer during the interrogation. Because the torturer is convinced of her methods—that pain reveals truth, and that torture can’t be withstood—the torturer is more likely to believe even the most outlandish lie. The torturer takes a –3 circumstance penalty on Sense Motive checks to see through the bluffs of those she tortures. Even victims who don’t really know the information sought by the torturer can be compelled to lie to make the hurt go away.

Complete adventurer p.102 Assessing an opponent (Sense Motive) or staying unassessed (Bluff)
A successful assessment reveals that your foe belongs in one of two adjacent categories (for example, “Easy” or “A fair fight”). If your Sense Motive check result exceeds the opposed Bluff check result by 10 or more, you can narrow the result down to a single category. By contrast, if the target’s Bluff check result equals or slightly exceeds your Sense Motive check result, you gain no useful information. If the target’s Bluff check result exceeds your Sense Motive check result by 5 or more, you may (at the DM’s option) gain a false impression, believing your opponent to be much stronger or weaker than he really is (equal chance of either). If the target’s Bluff check result exceeds your Sense Motive check result by 10 or more, your assessment is off by at least two categories (for example, a dire threat might be assessed as a fair fight).

Synergy checks with Knowledge (Nobility and Royalty) & (Religion) (Races of Destiny p.148)
You can use this skill to discover the levels of bureaucracy within a royal household, government, or other large body of authority or to understand the structure of authority within a church, cult, or other religious organization. If you make a check (DC 15 + organization size modifier; see text), you gain a +2 circumstance bonus on Bluff, Diplomacy, and Gather Information checks pertaining to that particular organization for one week. However, failure by 5 or more means you make a false assessment of the situation, imposing a –2 penalty on the use of those skills for one week instead.

Games (Cityscape p.44):
As many bar games exist as bars. Regardless of the game, using magic to influence the outcome is seen as cheating.
Games of Skill: In some taverns, a card game known as Three- Dragon Ante is popular. Others use chesslike boardgames to test players’ prowess. To determine the winner of a game of skill, choose the most relevant skill for the main check. For many card games, it’s Bluff. For a boardgame such as chess, Knowledge (history) might be more relevant. Then choose two other skills that matter, but are clearly secondary. Sense Motive, Bluff, and a Knowledge skill are good choices. A character with at least 5 ranks in either of the secondary skills gains a +2 bonus on the main skill check (or +4 if she has 5 ranks in both). Then all participants attempt opposed skill checks. As an exception to the usual rules, a character can use a Knowledge skill untrained if it’s the relevant skill for a game, as long as someone takes the time beforehand to explain the rules to her.

Guards deciding on He said/She said: Sharn, City of Two Towers p.128A wealthy nobleman starts a fight with one of the adventurers. After a few blows have been exchanged, a Watch patrol comes around the corner. The guards put a stop to the battle, and the sergeant asks for an explanation. What happens next? Unfortunately, Sharn is a very corrupt city. The soldiers of the Watch and the Guard respect people who appear to be wealthy, and are happy to accept bribes. In any sort of “your word versus mine” situation, each side in the conflict should choose one member to make a Diplomacy or Bluff check; the guard accepts the word of the side that gets the better result. The modifiers below apply to a character’s check: Bribes also help. A character gets a +1 to the roll for every 2 gp he slips the guard up to 10 gp (for a +5 bonus). Each additional 10 gp adds another +1 to the roll, up to 50 gp (for a +9 bonus). Thereafter, every 25 gp adds another +1 to the roll. So a bribe of 125 gp provides a +12 bonus. These are guidelines, and the DM can always adjust them based on the specific guard involved. A sergeant who is a shifter, half-orc, warforged, or changeling usually gives a +2 bonus to members of his own race. The guards of Tavick’s Landing do not accept bribes and are not positively influenced by clothing (the –4 penalty for wearing peasant clothing still applies).



Situation


Modifier


Situation


Modifier




Resident of upper ward or Wearing royal outfit


+6


Each impartial witness


+2




Wearing noble’s outfit


+4


Warforged or changeling


-2




Wearing courtier’s outfit


+2


Shifter, half-orc, or goblinoid


-1




Wearing traveler’s outfit


-2


Monstrous humanoid


-4




Wearing peasant outfit


-4


Non-resident


-2




Ecclesiarch or Member of dragon-marked house


+3


Not a citizen of Breland or Resident of lower ward


-4






Other Skill Guides
Disable Device (http://www.giantitp.com/forums/showthread.php?520223-Saboteur-s-Cookbook-Masterwork-Disable-Device-tools&p=21875860#post21875860)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21683962)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide)

daremetoidareyo
2016-10-27, 12:32 PM
Besides choosing a class with bluff; you can also use any of the methods found on this wonderful list curated by Bullet06320: Alternative ways to get class skills (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills&p=20885236#post20885236)


Mundane Equipment

Alchemical Heartflow: Sharn, City of Two Towers p.158 (Price 15gp; Alchemy DC 20): For three hours after using heartflow, a character receives a –3 penalty on saving throws against charm person, suggestion, or other mind-altering effects that inspire love or trust, and a –3 penalty on Sense Motive checks made to oppose Diplomacy or Bluff. A character who receives a dose of Heartflow without his knowledge or against his will can make a DC 15 Fortitude save to resist this effect.

Cane, Monk's: Secrets of Sarlona p.136: 3 gp. exotic light melee bludgeoning weapon: It is nearly impossible to tell that a monk's cane is a weapon. An observer has to study the cane's owner carefully, making a successful DC 20 Sense Motive check to discern that the cane is dangerous in his hands. The wielder can make a Bluff check in opposition to the observer's Sense Motive check to avoid giving away his proficiency.

Quickrazor, Gnome: Races of Stone p.154: Quickrazors are easier to conceal than most weapons, and they grant a +4 bonus on Sleight of Hand checks to conceal them. Quickrazors grant a +2 bonus on Bluff checks made to feint in combat.

Felsul Flower Oil, Magic of Faerun p. 181 100 gp for 1 ounce: A Knowledge (nature) check (DC 20) can identify any of these items and its effect. A Wilderness Lore check (DC 20, 30, or higher) can allow a character to find such a substance or item in the appropriate location, assuming the conditions are appropriate. When the trees flower in early spring (and not all trees flower every year), the crushed petals can be made into a fragrant perfume that adds a +1 competence bonus on any Charisma-based checks made to persuade another (such as Bluff, Diplomacy, or Intimidate) for 10 minutes. A single ounce of the oil provides 10 uses, and a typical tree provides 1d4–1 (minimum 0) ounces of per- fume per year.

Vodare, BOVD p.42: 40gp, highly addictive: Initial Effect: +2 alchemical bonus on Intimidate checks and saving throws against fear effects for 1d4 hours. Secondary Effect: –4 alchemical penalty on Diplomacy and Bluff checks for 2d4 hours. Side Effects: Mild euphoria and fierce confidence while the drug is in effect.

Quick-blade Rapier, Complete Adventurer p.117; 75gp: one handed piercing exotic melee weapon: You also gain a +2 circumstance bonus on Bluff checks made to feint in combat.

Harmonica bardic instrument (song and silence p.45) Bardic Music: A successful Perform check in such company grants the musician a +4 circumstance bonus on Bluff, Diplomacy, Disguise, and Gather Information checks involving any of those listeners for 1d6 hours after the performance ends.

Shawm bardic instrument: (song and silence p.49) Bardic Music: A successful Perform check made in an aristocratic setting grants the performer a +4 circumstance bonus on Bluff, Diplomacy, Disguise, and Gather Information checks made against listeners for 1d6 hours after the performance ends. It also shifts the attitude of such listeners by one category in the performer’s favor.

War Fan: Sword and Fist p.74, Arms and Equipment Guide p.10: Small exotic slashing weapon; This weapon appears to the untrained eye as nothing more than a beautifully crafted lady’s fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent’s Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first round’s attack(s).

Tongueloose: (Dragon Compendium p.120) When ingested—usually dissolved in a drink or sprinkled over a meal—a vial of this powder induces a lethargic state for 1d3 hours, during which the subject is highly susceptible to suggestion. A successful DC 14 Fortitude save negates this effect. Anyone interacting with someone who has failed the save against a dose of tongueloose receives a +4 circumstance bonus on Bluff, Diplomacy, and Intimidate checks against that person.

Feycraft template (DMG2 p.275) Special: The delicate beauty of a feycraft shield or suit of armor makes the wearer feel more confident, granting her a +1 bonus on Bluff checks made to deceive another creature with words. This bonus does not apply to any other use of the Bluff skill, such as for feinting.


Magical Equipment

rod of the matriarch Drow of the Underdark p.103 : +1 light mace with +2 enhancement bonus to bluff, diplomacy, and intimidate checks. Against drow, this bonus increases to +5.

Feathered Wings Fiend Folio p.210 When not flying, the grafted creature can use the wings to buffet and disorient its opponents. Each round, in addition to its normal attacks, it can make a Bluff check (opposed by its opponent’s Sense Motive check). If this check is successful, the grafted creature’s attacks in that round gain a +2 circumstance bonus. Prerequisites: Graft Flesh, fly, creator must be a fiend; Market Price: 10,000 gp. REMEMBER: When characters with fiendish grafts interact with nonevil NPCs, a –6 circumstance penalty is applied on all Charisma-based checks (Diplomacy, Bluff, and so on). This penalty applies even if the NPC is unaware of the graft’s presence, since it reflects the subtle twisting of the host’s personality.

Dragonheart Presence: Races of the Dragon p.128: You gain immunity to paralysis effects and the frightful presence of dragonkind. In addition, you gain a +2 bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks you make involving a creature with the dragonblood subtype.

Blade of Deception complete adventurer p.129: The flat steel blade of this +3 rapier is hard to follow in combat. Any time a character uses the Bluff skill to feint in combat while wielding a blade of deception, the blade provides a +2 enhancement bonus on the Bluff check. A blade of deception provides no bonus on other Bluff checks. In addition, any opponent against whom the wielder successfully feints cannot make attacks of opportunity against the wielder until the beginning of the opponent’s next turn. Anyone who was not the target of the feint can make attacks of opportunity against the wielder normally. Price 19,820 gp;

Choker of Eloquence complete adventurer p.132: There are two versions of these chokers. A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff, and Perform (sing) checks. A greater choker of eloquence increases the bonus to +10. Price 6,000 gp (lesser), 24,000 gp (greater).

Mask of Lies complete adventurer p.134: This black, featureless mask has only slits for eyes and mouth. The wearer can use disguise self on herself at will and is continually under the effect of undetectable alignment. In addition, she gains a +5 competence bonus on Bluff checks. A mask occupies the same space on the body as eye lenses or goggles. Price 17,000 gp.

Shawl of Bewitching complete adventurer p.135: A character wearing this simple-looking shawl gains a +5 competence bonus on Bluff checks made to conceal the truth (but not on any other use of the Bluff skill, including feinting in combat, creating a diversion to hide, or delivering a secret message). It also adds 1 to the wearer’s caster level when he casts any enchantment (charm) spell. A shawl occupies the same space on the body as a cloak, cape, or mantle. Price 3,500 gp.

Commanding: Arms and Equipment Guide p.96: Even when sheathed or stowed, this weapon grants a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate checks. When held or drawn, a commanding weapon provides a +4 enhancement bonus on Intimidate checks. Wielder can cast suggestion once per day as a 7th-level sorcerer. Market Price: +2 bonus.

Cloak of Affront: Arms and Equipment Guide p.147: This handsomely tailored cloak appears to be a cloak of Charisma +6 and actually functions as such until the wearer attempts a Bluff or Diplomacy check. At that moment and thereafter, the cloak imposes a –6 penalty on the wearer’s Charisma and makes his personality coarse and grating. Once the curse is activated, a cloak of affront can be removed only by means of a remove curse spell. Market Price: 1,300 gp.

Dagger of Denial: Complete Divine p.96: +2 unholy dagger; AL NE; Int 18, Wis 10, Cha 18; speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 26. If its wielder attacks in melee, the dagger attempts a feint in combat (bluff=+14) immediately prior to its wielder’s attack.; Price 77,902 gp

Black Writings: Fiendish Codex 1 p.103: minor artifact, +5 circumstance bonus onf lbuff and sense motive checks made against creatures native to the Abyss.

Amulet of wordtwisting (MIC p.71) +2 insight bonus to bluff, +4 if orc. 6000gp

Wink Brooch (MIC p.148) 3/day +2 competence bonus on a bluff check as a swift action. 600gp.

Blade of Valgyr (Heroes of Horror p.134) This chaotic evil intelligent blade (Int 16, Wis 10, Cha 16, Ego 20) is a +4 keen, unholy, wounding bastard sword. It can cast detect magic at will and darkness three times per day. It has 10 ranks in Bluff.

MEDALLIONS OF IO (Races of the Dragon p.125) Blue: Resistance to electricity 10 and a +4 bonus on Bluff checks.

Ring of Wordtwisting (Savage Species p.54): This ring grants a +2 insight bonus on Bluff, Diplomacy, and Sense Motive checks. If worn by someone of orc blood, the ring grants a +4 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks, and the wielder acts as if the subject of a tongues spell cast by a 5th-level wizard. Market Price: 23,508 gp.

Blade of Chaos (Expedition to the Ruins of Greyhawk p.221): Blade of Chaos: +2 Longsword. AL CN; Int 17, Wis 10, Cha 17; speech, telepathy, darkvision 120 ft., hearing; Ego 14, Bluff 10 ranks (total modifier +13).

Norebo’s Hand (Expedition to the Ruins of Greyhawk p.88) +3 unholy weapon with Intelligence, 18, Charisma 18, Wisdom 10, Ego 20, darkvision out to 120 feet, blindsense out to 60 feet, and the ability to hear. It has a +14 bonus on Bluff checks and can use cure moderate wounds (2d8+3) on its wielder three times per day and detect magic at will

Ettin Axe of Uruth: (City of Splendor: Waterdeep p.147) This unique +1 icy burst/+1 fl aming burst orc double axe is imbued with two sentiences, Ur and Krypt, respectively, and can illuminate its surroundings at will as a torch. 10 ranks in Bluff (total modifier +12).


Magical Locations
Blood of the Spider Queen: Drow of the Underdark p.188: Prerequisite: Only a drow follower of Lolth who has at least five cleric levels can gain the power granted by a blood of the Spider Queen site. The priestesses want everyone to believe that the recipient must also be female, but it works for males as well—a secret that is extremely well guarded among drow clergy. Special Ability (Su): A blood of the Spider Queen site grants the recipient a +5 bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks when dealing with other drow.

Blemished Altar: Mysteries of the Moonsea p.148): Special Ability (Su): A character with the power of the Blemished Altar gains a +20 bonus on Bluff checks and is immune to the effect of any divination magic of 4th level or lower. Duration: The bonus on Bluff checks and the magic immunity last for 24 hours

The Were Glade Touchstone Site: Planar Handbook p.164: Base Ability: You gain a +2 bonus on Handle Animal, Diplomacy, Bluff, and Sense Motive checks when dealing with animals, magical beasts, or shapechangers.

Cavern of the Self Touchstone Site: Planar Handbook: p.171: Base Ability: You gain a +1 bonus on all Bluff checks.

daremetoidareyo
2016-10-27, 12:33 PM
Spells

Glibness (SRD) Bard 3/vigilante 3, beguiler 3, urban druid 3; 10 min/level: You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. Kicker: If a magical effect is used against you that would detect your lies or force you to speak the truth (such as discern lies or zone of truth), the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.

Mask of the Ideal, Complete Mage p.101: Bard 2, sorcerer/wizard 3, 10 minutes/level: +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others). Kicker: gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted.

Insidious Insight (Races of Eberron, p. 187) Bard 2, Sor/wiz 2, Wizard 2, Spellthief 2; 1 day/level: target creature, +10 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against it.

Insidious Suggestion (Races of Eberron p.187) Bard 4, Sor/wiz 5: While spell is prepared gain +2 to bluff checks. Kicker: the rest of the spell.

Aura of Glory (Magic of Faerun p.78) Pal 2; 1min/level: For the duration of the spell, you gain a +2 sacred bonus on all Bluff checks. Kicker: Diplomacy, Handle Animal, Intimidate, and Charisma checks to alter an NPC’s attitude or turn undead get the same bonus.

Tongue of Baalzebul (BOVD p.107) Cleric 1, hour/level: +2 competence bonus to bluff. Kicker: diplomacy and gather information get the same bonus.

Absorb Weapon (Complete adventurer p.142) assassin 3 hour/level: If you attack with the weapon in the same round that you retrieve an absorbed weapon from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check.

Insightful feint (Complete adventurer p.153) Assassin 1, sor/wiz 1; 1 round: You gain a +10 insight bonus on the next single Bluff check (if it is made before the start of your next turn) that you make to feint in combat.

Mimicry (Complete Scoundrel p.101) Assassin 1, Bard 1; 1 min/level: You can perfectly mimic familiar sounds, voices, and accents. These sounds can be any that you’ve heard before, and must be within the range of noises your voice is capable of creating. For example, a normal human voice could recreate the roar of a lion—being roughly equivalent to a scream—or approximate the sound of shattering glass. This spell does not allow you to speak languages you can’t normally speak. You can duplicate a specific individual’s voice by making a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice is not genuine.

Voice of the Dragon: (Draconomicon p.115): Bard 4, dragon 4, sor/wiz 4; 10 min/level: +10 on Bluff, Diplomacy, and Intimidate checks; Kicker: can use one suggestion.

Mind of the Labyrinth (Dragon Magic p.70) sor/wiz 8; special: learning this spell grants +1 competence bonus to bluff checks.

Extract Gift (Fiendish Codex 1 p.92) Cleric 5, sor/wiz 5; permanent: Skill Bonus: The recipient gains a competence bonus on checks made with one skill of your choice. The value of this bonus depends on your caster level and the abilities of the donor demon, as given below.

Serene Visage (Spell Compendium p.182) Bard 1, sor/wiz 1; 1minute/level: You gain an insight bonus equal to one-half your caster level (maximum +10) on Bluff checks.

Sentinel’s watch (Players’ guide to eberron p.149) sor/wiz 2; 1 hour/level: +5 competence bonus to sense motive checks to oppose bluff checks.

Doppelgänger transformation (Races of Eberron p.184) Transformation 7: while this spell is prepared you gain a +2 bonus on bluff and disguise checks


Psionic Powers


Attraction: (XPH p.78): psion/wilder 1; hour/level: +4 untyped bonus to bluff and interaction checks against 1 target. Each 2 additional points add 1 to the bonus.

Conceal Thoughts (XPH p.85) psion/wilder/psywar 1; hour/level: While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Control sound (XPH p.88) psion/wilder 2; concentration min/level: You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.

Create Sound (XPH p.89) psion/wilder 1; round/level: You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character.If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.

Empathy: XPH p.99; psion/wilder 1; concentration min/level: You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.

Telempathic Projection: XPH p.136: psion wilder 1; min/level: You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

Channel the Psychic Dragon: (Dragon Magic p.75): psion/wilder, psywarrior 1: augment 5 pp for +5 competence bonus to bluff

Faint Memory (Magic of Eberron p.104) psion/wilder 3; minute/level: This power draws on the dreamstuff of Dal Quor, concealing your presence, your thoughts, and your intentions. You gain a +5 competence bonus on Move Silently and Hide checks, and a +5 competence bonus on Bluff and Disguise checks made when interacting with others


Soulmelds, Utterances, Invocations & Vestiges





Soulmelds


Lamia Belt: (Magic of incarnum p.74): totemist: While you wear your lamia belt, you gain a +4 competence bonus on Bluff and Hide checks. Each essencia adds +2.

Necrocarnum touch (MOI p.80) incarnate soulborn: While you have necrocarnum touch shaped, you gain a +4 profane bonus on Sleight of Hand checks (as well as the ability to use the skill untrained) and on Bluff checks made to feint in combat.

Silvertongue mask (MOI p.86) incarnate soulborn: Your silvertongue mask grants you a +2 insight bonus on Bluff and Diplomacy checks. Each essencia adds +2.


Truenamer Utterance:

Hidden Truth (TOM p.234): Grant creature +10 bonus on a Knowledge check, or a +10 bonus on a Bluff check.


Invocations

Beguiling Influence(Complete Arcane p.132)Least Warlock Invocation; 2nd: You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.


Vestiges

Naberius: Tome of Magic p.42: Binding Naberius will snag you Silver Tongue: You can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty. (Normally, a rushed Diplomacy check requires a full-round action and imposes a –10 penalty on the check.)

Agares: Tome of Magic p.21: Binding Agares and demonstrating his Influence: You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly.

Astaroth: Cityscape Web: Honeyed Tongue: You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.



Rituals


The Ritual of Honest Pain: (Lords of Darkness p.11) Part of the Church of Cyric. The recipient of this ritual gains a +2 bonus on Bluff, Diplomacy, and Handle Animal checks. The recipient’s lies cannot be detected as such by spells of lower than 5th level, and she can lie freely within the bounds of a zone of truth or similar spell. This supernatural ability functions automatically. The cost of this ritual is 2 points of Constitution, since the magical process causes great pain and trauma to the body. Restorative spells (such as restoration or greater restoration) do not reverse this Constitution loss.


Vale of Whispers Ritual (Champions of Ruin p.100) Ritual Benefit: The character gains a +20 circumstance bonus on all Bluff checks related to a single course of action for 24 hours. Thus, if the character was on a campaign to convince a town mayor that each of his staff members was corrupt, the bonus would apply to all Bluff checks made to sway the mayor. If, during that period, the character used a Bluff check to feint in combat or bypass the mayor’s guards, the bonus would not apply.


Ritual of Fickle Twilight (Faiths of Eberron p.105) +1 bonus on bluff and hide checks.



Domains


Diabolic BOVD p.81, FC2 p.100:Once per day, character can add her class level as a bonus on a Bluff, Diplomacy, Intimidate, or Sense Motive check.

Mind (defenders of the faith 3.0 p.80), Spell compendium p.276: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.

Dragon (draconomicon p.107): add bluff and intimidate to you list of cleric class skills

Baator (Fiendish codex 2 p.26) add bluff to your list of cleric skills.

Envy (spell compendium p.273): Add bluff to list of cleric skills



Feats


Skill Focus (Bluff) (SRD): +3 untyped bonus to bluff

Inside Connection, (Races of Destiny p.153): +4 untyped bonus to bluff for one organization

Charlatan (Song and Silence p.38): +2 untyped bonus to bluff and disguise

Persuasive (Song and Silence p.40): +2 untyped bonus to bluff and intimidate

Imbued Healing (with access to trickery domain) (Complete Champion p.60): +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Bluff checks. Consider pairing with magic of the land (RotW p.152)?

Dragonthrall (Dracaonomicon p.105): You gain a +4 bonus on any Bluff check made against a dragon

Truebond (DMG 2 p.235): gain a +2 bonus to on any Bluff, Disable Device, or Sleight of Hand check on which you take 10. (ritual of theft)

Brand of the nine Hells (Fiendish compendium 2 p. 81) +2 untyped bonus to bluff made against denizens of the chosen archdevil’s layer.

Open Greater Chakra (throat chakra) Magic of Incarnum p.39: +1 insight bonus

Cobalt expertise (magic of incarnum p.37): Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls, skill checks,or ability checks made to succeed on a disarm attack, a feint in combat, or a trip attack equal to the invested essentia.

Draconic Persuasion (Races of the Dragon p.104): After you cast an arcane spell, you gain a bonus equal to 1-1/2 times the spell’s level on your next Bluff, Intimidate, or Perform check. The check must be made before the end of the next round.

Silver Palm (FRCS p.37) +2 untyped bonus to bluff and appraise checks.

Perfect Clarity of Mind and Body (TOB p.35): Expert Mind: To use this option, you must first defeat an enemy in a duel of wills (see page 27). On your next turn, you gain a +4 morale bonus on any roll you make to disarm, feint, or trip that enemy.

Control visage (ghostwalk p.29) +1 on bluff, no penalties for faces of death.

Street smart: (FRCS p.38) +2 untyped bonus to bluff and gather info checks

Forked Tongue (Serpent Kingdoms p.145): +2 untyped bonus on bluff checks.

Cosmopolitan (PGTF p.37): +2 bonus on Bluff, Gather Information, and Sense Motive checks.

Foe Hunter (PGTF p.39) Favored enemy bluff bonuses against foes according to home region

Perfect Reflection (Player’s Guide to Eberron p.25) dopplegangerkin gain bonuses to bluff rolls to impersonate someone based on how well they knew them.

Many Masks (scorpion) (OA update) Gain an untyped +2 bonus to bluff, disguise, & perform (act)

Infamous traitor (OA update): +2 untyped bonus to initiative, bluff and intimidate checks.

Psychoanalyst (Psionics handbook 3.0) You get a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against living humanoids with an Intelligence score of 4 or higher. You get the same +2 bonus on Charisma checks used to influence or interact with living humanoids having an Intelligence score of 4 or higher

Inquisitor (XPH p.48): expend psionic focus get +10 on sense motive to oppose a bluff

Bane of Infidels (power of Faerun p.53) Gain a favored enemy

Hunters Mark (Dragonmarked p.141) +1 on skills versus favorite enemies.

Initiate of Aasterinian (Dragon Magic p.20): gain bluff and intimidate as class skills, spell scales gain +2 competence bonus on bluff checks.

Initiate of Shar (City of Splendor: Waterdeep p. 145) Add bluff and hide to list of class skills.

Greensinger Initiate: (Eberron Campaign Setting p.54): Add Bluff, Hide, and Perform to your list of druid class skills.

Criminal Background (City of Stormreach p.95): must be taken at 1st level, Bluff, Open Lock, and Sleight of Hand are all considered class skills.



Improved Diversion (Complete Adventurer p.110): You can use Bluff to create a diversion to hide as a move action. You gain a +4 bonus on Bluff checks made for this purpose.

Quicker than the eye (Song and Silence p.40) Prerequisite: Dexterity 19+. While under direct observation, you can make a Bluff check as a move-equivalent (move) action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial (standard) action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC.

Feign Weakness (sword and fist p.6): Standard Action: Bluff check vs your opponent’s Sense Motive check, to lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you immediately make your attack against your drawn-out foe who is caught flat-footed, before he takes his attack of opportunity. You also may attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a –2 or –6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check. Using Feign Weakness is a standard action, just like a feint, except that if you succeed you get to make your attack immediately. You can only Feign Weakness once per encounter. After one use, your opponents are too wary to fall for this maneuver again.

Trickery Devotion (Complete Champion p.63): When you attain 5th level, you gain more control over your simulacrum. At this point, it behaves more like a major image spell (PH 252), though it still performs actions like an unseen servant. As long as the simulacrum remains within 5 feet of your position (and you can direct it to do so as a free action), you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this check, which is opposed by your opponents’ Sense Motive checks. If you are successful, your foes believe the image is you (and vice versa) for 1 round.

Chord of distraction (Complete Scoundrel p.75): Prerequisite: Bardic music, Perform 9 ranks. Benefit: As an immediate action, you can expend three daily uses of your bardic music ability to distract an opponent. The target must be within 30 feet of you and able to hear or see you. Make a Perform check, opposed by the target’s Sense Motive check (modified as if you were using Bluff to feint in combat). If you succeed, that opponent is rendered flat-footed against an ally of your choice. The effect lasts until that opponent is attacked or until the start of your next turn, whichever comes first.

Raptor School (Complete warrior p.112): Falcon’s Feathers: To use this maneuver, you must be wearing a cloak. As a standard action, you can whip the cloak around you in a distracting fashion. Make an attempt to feint in combat (see page 68 of the Player’s Handbook), using your base attack bonus instead of your Bluff modifier. If you succeed, your target is treated as flat-footed for the next melee attack you make against it.

Pack feint (dragon compendium p.103): Whenever you successfully use Bluff to feint in combat, the target loses his Dexterity bonus to Armor Class for your next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To benefit from this feat, each ally's next attack and your next attack must be made on or before your next turn.

Fade into Violence (PHB2 p.79):When you wear no armor or light armor and carry nothing in your hands, your opponents might assume that you are an ineffectual fighter. As an immediate action, choose a single target for this feat. If that opponent threatens both you and one of your allies, that foe strikes your ally rather than you unless he succeeds on a Sense Motive check opposed by your Bluff check. If your foe is larger than you, you gain a +4 bonus on your Bluff check. You lose this benefit if you attack any opponent or target an opponent with a spell. This benefit does not apply to ranged attacks or attacks of opportunity that you provoke. Once you choose a target for this feat, you cannot switch to a new target for the rest of the encounter.

Tumbling Feint (PHB2 p.84): As a swift action at the start of your turn, you designate a single opponent as the target of this feat. If you successfully use your Tumble skill to avoid provoking an attack of opportunity from that opponent, you gain a +5 bonus on your next Bluff check to feint against him. You must use this benefit on or before your next turn.

Wanderer's Diplomancy (PHB2 p.84) Social Agility: You can temporarily alter a creature’s attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target’s attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes. For tips, See optimize this feat #1 (http://www.giantitp.com/forums/showthread.php?472308-Optimize-This-Feat-1-Wanderer-s-Diplomacy). For some diplomacy exploitation, See Optimize this feat #8 Seelie Court Noble Kelir (http://www.giantitp.com/forums/showthread.php?492298-Optimize-this-Feat-8-Seelie-Court-Noble-Kelir-(web)) and/or Optimize this Feat #13 Cards over Swords (http://www.giantitp.com/forums/showthread.php?501738-Optimize-this-Feat-13-Cards-over-Swords-from-Three-Dragon-Ante-web-supplement).

Combat Cloak Expert (PHB2 p.93): Cloaked Strike: You can use your cloak to hide a light weapon. To utilize this maneuver, on the first round you must move adjacent to an opponent while you do not have a weapon in either hand. On the second round, you make a Bluff check opposed by your foe’s Sense Motive check as you use a move action to draw your weapon. If this check succeeds, your opponent loses either his Dexterity bonus to AC or his shield bonus to AC (your choice) until the end of your current turn.

Combat Panache (PHB2 p.93): Fortuitous tumble: First, you must be successfully attacked by a foe. On your next turn, you can move action Bluff check opposed vs opponent's Sense Motive check. Success = you can take an immediate action at the start of your foe’s next turn and designate a different target for your opponent’s next melee attack (which must be a creature it threatens). play dead: 1/encounter, As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead by dropping prone (Bluff check opposed by your attacker’s (or any other relevant observer’s) Sense Motive checks.): Success = the observer(s) assumes you are dead. If you subsequently rise and attack him in the same round which you can do without provoking AOO, he loses any attack of opportunity he might have been entitled to against you, and he loses his Dexterity bonus to AC against the first attack that you make.

Einhander (PHB2 p.94): Off-Hand Swap: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this maneuver, you must first take a full attack action to strike an opponent at least twice. On your next turn, you can make a special feint as a free action, using Sleight of Hand rather than Bluff. Your opponent uses the standard rules for resisting a feint. Once you use this maneuver against a particular opponent, whether it succeeds or fails, you cannot use it against him again. For tips, see Optimize this feat #10 lightning round (http://www.giantitp.com/forums/showsinglepost.php?p=21075595&postcount=34).

Winged Warrior (Races of the Wild p.154): Shroud of Feathers: You cannot be flying during this maneuver. Spend a move action to pull wings close. You can attempt to feint in combat as part of your attack, suddenly spreading your wings to reveal your weapon just as it’s about to land a blow. The shroud of feathers maneuver works on a given foe only once per combat.

Dragonmark Prodigy: Mark of Shadow (Dragonmarked p.138): Benefit: You gain a new least dragonmark spell-like ability based on the dragonmark you possess, as shown below. In addition, you can use one least mark spell-like ability that you already possess one additional time per day. Grants you the spell like ability of Insightful feint.

Disturbing Visage (Races of Eberron p.117) Cringe: Free Action bluff check after full defense vs. sense motive or those who attack next turn do -5 damage per strike for 1 minute. Taunt: if opponent misses; free action bluff vs sense motive to give them -2 to attack for 1 minute. Unnerve: hit opponent to free action bluff vs. their sense motive to give them -2 AC for 1 minute.

Wolfpack (races of the Wild p.153) Distract foe: You begin this maneuver when you and at least one ally flank a foe. You make a melee attack as a full-round action. If you hit, you make a special Bluff check as a free action; the damage your attack dealt applies as a bonus on your check. The foe you attack opposes your attack with a special Sense Motive check, adding her base attack bonus to the check. If you win the opposed check, your foe turns her attention to you, and each of your allies who are in position to give you a flanking bonus can make an attack of opportunity against that foe.

Surprising reposte (DotU p.52): If you deal damage to an opponent in the same round that you successfully feinted against it, it becomes flatfooted. This effect lasts 1 round or until the opponent's next turn, whichever comes first. Opponents that can't be caught flat-footed, such as characters who have uncanny dodge, cannot be affected by Surprising Riposte.

Seelie and Unseelie Noble Kelir (Fey Feature Web (http://archive.wizards.com/default.asp?x=dnd/fey/20030815a)) In addition, you may use your Bluff or Diplomacy skill to influence others' opinions. In a social situation, you may make a cut direct or a ridiculing comment at a target. The target opposes with either a Charisma check (if not a Seelie or Unseelie Court Noble Kelir) or a Diplomacy check (if she has the Seelie or Unseelie Court Noble Kelir feat).If your cut direct succeeds, the crowd's attitude toward your target degrades one step (for example, from friendly to indifferent). For more tips: see Optimize this feat #8 Seelie Court Noble Kelir (http://www.giantitp.com/forums/showthread.php?492298-Optimize-this-Feat-8-Seelie-Court-Noble-Kelir-(web))


Other feats to keep yer eye on


Wrest Possession (Faiths of Eberron, p. 148) Pair with being possessed by a quori spirits.

Planar Touchstone:Oxyrhynchus gain extra attack at -5 penalty with chosen weapon whenever opponent is flat-footed. Pair that bad boy with all those flat footed feats.



Skill Tricks


False Theurgy (Complete Scoundrel p.86) As a swift action when casting a spell, you can adjust the spell's verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using Spellcraft or any other means to identify the spell you're casting believes it to be the other spell instead. This trick renders your spell immune to the normal method of counterspelling, though dispel magic or a similar effect still works normally. Of course, once the spell takes effect, it can be identified and dealt with normally.

Timely Misdirection (Complete Scoundrel p.90) If you succeed on a Bluff check to feint in combat (PH 68), your opponent can't make any attacks of opportunity against you until the start of its next turn. This effect is in addition to the normal benefits of a successful feint.

Social Recovery (complete scoundrel p.89) If your Diplomacy check to influence an NPC's attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a —10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can't improve the NPC's attitude by more than one step.
Once you use this skill trick (successfully or not), you cannot use it against the same target again for 24 hours.

Second Impression (complete scoundrel p.88)If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he's mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observer's discovery in order to use this trick; for example, you can't use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the DM should allow a character to use this trick if she has any reason to fear that her cover has been blown.

Group Fake out (Complete Scoundrel p.87): You can use Bluff to feint in combat (PH 68) against more than one opponent. Make one Bluff check opposed by separate Sense Motive checks for each opponent. For each opponent after the first that you wish to affect, you take a cumulative —2 penalty on your Bluff check.

daremetoidareyo
2016-10-27, 12:34 PM
Affiliations


Cabal of Shadows. (City of Stormreach p.103) Must be non-good. Shade At affiliation score of 6-15: Purchase 3rd-level or lower potions and scrolls for 75% of normal cost. +2 circumstance bonus on Bluff, Hide, Move Silently, and Sleight of Hand checks. Obscuring mist 1/day as spell-like ability. You are assigned to at least one mission per month.

Hollow Shards (City of Stormreach p.116) Con artist (Affiliation Rank 4) +2 competence bonus on Bluff checks.
Trickster (Affiliation Rank 11-15): Those attempting to use Sense Motive untrained to defeat your Bluff checks automatically fail. Charlatan (Affiliation Rank 23 or more): Make a Bluff check in place of any Decipher Script, Heal, Gather Information, Knowledge, Profession, or Survival check. Your expertise on any topic seems so thorough that those actually versed in the subject might doubt themselves. The result of your Bluff check is the DC of a Sense Motive or any relevant skill check of anyone who wishes to question your expertise. Failure indicates the person believes your words over his or her own actual expertise.

Sect (cityscape p.108) Favored benefits: The character gains a +1 bonus on Bluff checks when dealing with matters of religious affiliation.

Church of Dallah Taun (Complete champion p.11) Rank 1; Affiliation score 4-11: Scout: Gain a +2 bonus on Bluff checks made to feint in combat.

Church of Boccob (Complete Champion p.13) Rank 2; Affiliation Score 13–19 Scholar: Once per day, gain a bonus equal to 1/2 your character level on one Bluff, Disguise, or Hide check.

Temple of Twinkling eye (complete Champion p.26) Rank 3; Affiliation Score 19–29: Master of Pranks: Once per day, make a single Bluff or Diplomacy check as a move action without penalty. Rank 4; Affiliation Score 30 or higher; Master of Illusion: Once per day, make a Bluff check as a full-round action to convince an enemy you are no longer a threat. If you are successful, the creature moves to attack another target. That enemy is considered flat-footed if you make an attack against it on your next turn.

Trickery Domain Church (Complete Champion p.42) Rank 1; Affiliation Score 4–10; Con Artist: Gain a +2 bonus on Bluff checks made to feint in combat. Rank 2; Affiliation Score 11–19; Expert Trickster: Once per day, gain a bonus equal to 1/2 your character level on one Bluff, Disguise, or Hide check.

Caravan of Shadows (PHB2 p.169) Affiliation score 4-10: Caravan member: +2 racial bonus on Bluff, Gather Information, and Sleight of Hand checks. Affiliation Score 16–22: Shadow Knight: Additional +2 racial bonus on all saving throws. +4 racial bonus on Bluff, Gather Information, and Sleight of Hand checks. Affiliation Score 30 or higher Shadow Castle: +6 racial bonus on Bluff, Gather Information, and Sleight of Hand checks.


Holidays


Holidays (Races of the Wild p.185): Clan Meet: When two halfling caravans encounter each other, they often unite to spend a few days camping or traveling together. It’s a time of frivolity, with much boasting and telling of tales to impress the other clan. Often, unattached halflings use this opportunity to meet and flirt with a variety of romantic prospects (especially important since romantic relationships with clan-kin are discouraged). After spending several delightful days together, the caravans will separate again, sometimes with new handfasted partners from the other clan. During the first week of a Clan Meet, halflings gain a +1 morale bonus on Bluff checks.

Notable Creatures



Radiant Idol: Sharn, City of Two Towers p.182: Glibness (Su): A radiant idol continually uses this ability, as the spell (caster level 11th). Tongues (Su): A radiant idol can speak with any creature that has a language, as though using a tongues spell (caster level 11th). This ability is always active. Skills: *A radiant idol’s glibness ability gives it a +30 bonus on Bluff checks made to convince another of the truth of its words.

Hashalaq quori: Secrets of Sarlona p.155: Skills The intimate knowledge ability of a hashalaq provides it with a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. When a hashalaq quori possesses a human host, it combines its skill ranks with those of the host. A typical hashalaq has 10 ranks in Autohypnosis, Bluff, Concen* tration, Diplomacy, Knowledge (arcana), Knowledge (psionics), Knowledge (the planes), Psicraft, Sense Motive, and Spot; 8 ranks in Gather Information; and 5 ranks in Disguise, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Search, and Spellcraft.

Kalaraq quori: Secrets of Sarlona p.158: When a kalaraq quori possesses a human host, it combines its skill ranks with those of the host. A typical kalaraq has 20 ranks in Autohypnosis, Bluff, Concen*tration, Diplomacy, Intimidate, Knowledge (psionics), Knowledge (the planes), Listen, Perform (oratory), Psi*-craft, Sense Motive, Spot; 10 ranks in Disguise, Hide, Knowledge (arcana), Move Silently, and Search; and 5 ranks in Knowledge (history), Knowledge (local), Knowl*edge (nature), Knowledge (nobility and royalty), and Knowledge (religion).

Tsoreva Quori (Magic of Faerun p.147) When a tsoreva quori possesses a human host, it combines its skill ranks with those of the host. A typical tsoreva quori has 7 ranks in each of the following skills: Autohypnosis, Bluff, Concentration, Intimidate, Listen, Knowledge (psionics), Knowledge (the planes), Psicraft, Sense Motive, and Spot.

Ahuizotl: Fiend Folio p.14: Voice Mimicry (Su): An ahuizotl can mimic spoken voices with unnatural ease. With a successful Bluff check, it can mimic a specific person’s voice perfectly.

Harvester Devil: Fiendish codex 2 p.117: Alignment Mask (Su) When it is exposed to any effect that can determine alignment or sense an alignment aura, a harvester devil can make a Bluff check opposed by the detector’s Sense Motive check. If the harvester devil’s check succeeds, it does not register as evil. The harvester devil still remains susceptible to other effects that target evil creatures, such as smite evil.

Visage (Libris Mortis p.130) Assume Identity (Su): A visage can, as a free action, take on the form of someone it has killed within the last round. A visage in an assumed identity gains a +20 bonus on Bluff and Disguise checks made to pass as the victim. It also gains proficiency in the skills of the victim; treat this as an enhancement bonus to the skill check equal to the number of ranks the victim had in life. The visage does not gain the victim’s extraordinary, supernatural, or spell-like abilities, nor does it gain any spellcasting powers of the victim. The visage retains its own ability scores, special attacks, and special qualities. This effect lasts for 24 hours.

Jaebrin (MM5 p.93): Feign Enchantment (Su) Jaebrin tricksters absorb the energy of enchantment effects used on them, allowing them to know the intended effect. The jaebrin can then pretend to be affected, fooling even detect magic, arcane sight, and similar effects, since the absorbed energy is displayed in the jaebrin’s aura for the duration of the effect or until the jaebrin dismisses it. Only by winning an opposed Sense Motive check against the jaebrin’s Bluff check result can a viewer discern that the fey is not enchanted.

Kenku (MM3 p86): Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specific individual’s voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine.

Tengu (OA p.195) Wing Baffle (Ex): A tengu uses its wings in melee, not (usually) to fly, but to buffet and disorient its opponents. Each round, in addition to its normal attacks, a tengu can make a Bluff check (opposed by its opponent’s Sense Motive check). If this check is successful, the tengu’s attack that round gains a +2 circumstance bonus.

Leucrotta (City of Splendors: Waterdeep p.137): Mimicry (Ex): A leucrotta has the ability to mimic animal cries and voices in any language. It can duplicate the voices of its victims, including screams, with uncanny accuracy. A leucrotta has a +8 racial bonus on Bluff checks made to imitate another creature’s voice. A leucrotta uses its Wisdom modifier (instead of Charisma) when making Bluff checks and Disguise checks.

Ghaunadan (Monsters of Faerun p.49): Charming Gaze (Su): In humanoid form, a ghaunadan has a gaze attack: Characters who meet the ghaunadan’s gaze must make a Will save (DC 15). Those who fail this saving throw regard the ghaunadan as if its Charisma were 2d4 points higher. This ability is useless in combat, but allows the ghaunadan to make excellent use of its Charisma-based skills (Bluff, Diplomacy, and Disguise). The effect lasts as long as the ghaunadan is in sight and in humanoid form.



Class Features


Demonbinder: Drow of the Underdark p.73: succubus demonbind: +5 competence bonuses to bluff checks

Insidious Corruptor: Drow of the Underdark p.83: claws of influence: Class level as an insight bonus to bluff checks

Blade Bravo: Races of Stone p.99: A blade bravo can add her class level to her Bluff checks when feinting in combat. This benefit only applies when the blade bravo wears light armor or no armor. Goad: A blade bravo gains Goad (see page 140) as a bonus feat. If the blade bravo has at least 5 ranks in Bluff, the save DC to avoid the feat’s effect increases by 2.

Divine Prankster: Races of Stone p.109: Zigzag (Ex): A divine prankster of 7th level or higher can deceive attackers into wasting their attacks. Once per round, when the divine prankster takes an action that would provoke attacks of opportunity, he can attempt a Bluff check as a free action. The divine prankster can use his Bluff check result as his AC against any attacks of opportunity incurred by his action.

Disciple of Baalzebul: Book of Vile Deeds p.58: When making Bluff checks, a disciple of Baalzebul adds her Intelligence modifier as well as her Charisma modifier to determine her check result.

Disciple of Mammon: Book of Vile Deeds p.61: Lie (Su): A disciple of Mammon gains a +4 competence bonus on Bluff checks and spell resistance of 11 + disciple level against spells that reveal falsehood, such as zone of truth and discern lies, even when spell resistance is normally not allowed (such as with discern lies).

Watch detective: Master of the Wild p.76 Cooperative Interrogation: At 3rd level, when the watch detective succeeds in a Bluff check against someone, he automatically grants any one other person a +4 circumstance bonus on one Intimidate check against that same target for 1 round. When the watch detective succeeds in an Intimidate check, he can give a similar +4 circumstance bonus on someone else’s Bluff check. (Two watch inspectors can support each other with this maneuver for many rounds.)

Drunken Master: Sword and Fist p. 16: Lurch: Your lurching movements let you make one feinting in combat Bluff check (opposed by Sense Motive) per round as a move-equivalent action. You gain a +4 competence bonus to Bluff checks made for this purpose.

Gladiator: Sword and Fist p.21 Improved Feint: You can use the feinting in combat Bluff technique as a move-equivalent action.

Holt Warden: Complete Champion p.85: Whispers of the Forest (Inisights): Once per day, you can ask the voices of the forest about a single creature. For the rest of that day, you gain a +8 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks pertaining to that creature.

Evangelist: Complete Divine p.40: Skill Mastery (Ex): At 4th level, the evangelist becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, the evangelist selects a number of skills equal to 1 + his Intelligence modifier (minimum of 1) from the following list: Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive. When making a skill check with one of the selected skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Malconvoker: Complete Scoundrel p. 48 Deceptive Summons (Su)& Deceitful Bargaining (Ex): Starting at 6th level, upon calling an evil outsider using a planar binding spell, you can make a Bluff check opposed by the creature’s Sense Motive skill check. If you succeed on this check, the called creature becomes more amenable to your cause, taking a –5 penalty on the opposed Charisma check made to refuse serving you.

Mountebank: Complete Scoundrel p.57: Tongue of the Devil (Ex): Your cunning misdirection leaves others at your mercy. You add your Intelligence bonus (if any) to Bluff checks.

Invisible Blade: Complete Warrior p.46: Uncanny Feint (Ex): At 3rd level, an invisible blade gains the ability to feint in combat as a move action rather than a standard action. At 5th level, the character can feint in combat as a free action. An invisible blade can use uncanny feint only when armed with a dagger, kukri, or punching dagger. Feint Mastery (Ex): At 4th level, an invisible blade armed with a dagger, kukri, or punching dagger becomes so sure of his ability to mislead opponents that he can take 10 on all Bluff checks when feinting in combat even if stress and distractions would normally prevent him from doing so. The invisible blade can use his uncanny feint ability once per round.

Tattooed Monk; Complete Warrior p.83: White Mask: A character with this tattoo is immune to detect thoughts, detect lies, and any attempt to magically discern his alignment. He gains a +10 bonus on all Bluff checks.

Psion Uncarnate: XPH p.150 Can appear to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The psion incarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful.

Bayushi Deceiver: Oriental Adventures p.226: Scorpion Feint (Ex):When a Bayushi deceiver of 4th level or higher uses the Bluff skill to feint in combat against a humanoid opponent, he receives a +2 competency bonus on his Bluff check and a +2 circumstance bonus on his next attack roll if the feint is successful. He gains no bonus against nonhumanoid opponents.

Legendary Captain: Stormwrack p.57: The enemy captain must have line of sight to your vessel, and you must make a Bluff or Profession (sailor) check, whichever modifier is higher, with a bonus on the roll equal to one-half your legendary captain level. This is opposed by the Sense Motive check of the enemy captain. If your check succeeds, the enemy captain and crew take a –2 penalty on attacks, saves, and skill checks for the length of the engagement, and the enemy vessel takes a –2 penalty to Armor Class.

Scarlett Corsair: Stormwrack p.65: @3rd level Once every 2d4 rounds, You can make a feint as a free action rather than as a move action. At seventh level, recharge time reduces to 1d4 rounds.

Twisted Lord: Shattered Gates of Slaughterguard p.13: Twisted Form (Ex): You gain the ability to adopt a twisted form by taking a move action to do so. While in your twisted form, you gain a +4 bonus on Bluff checks to feint in combat.

Ancient Master: Serpent Kingdoms p.160: Conceal Thoughts (Sp): At 2nd level, an ancient master can protect her own thoughts (but not those of any other creature) from analysis. She gains a +4 bonus on saving throws against divination effects that reveal emotions or thoughts and a +20 circumstance bonus on Bluff checks made to oppose Sense Motive checks. This ability is always active.

Vigilante: Complete Adventurer p.85: Quick Hide (Ex): At 5th level and higher, a vigilante can use Bluff to create a diversion to hide as a move action, rather than as a standard action. He gains a +4 bonus on Bluff checks made for this purpose.


Divine Mind: Complete Psionic p.12: Mantle (Ex): At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity's assigned mantles. Deception: You and your allies gain a +2 bonus on Bluff checks made to feint in combat ( PH 155). You can expend your psionic focus to feint as a move action, as if you had the Improved Feint feat.

Beguiler: PHB2 p.7: Surprise Casting (Ex): @2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.
From Dead Levels 2 (http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x):Clever Wording (Ex): At 4th level, a beguiler starts mastering the ability to verbally transmit information to another character without others understanding it. A beguiler has to fail a Bluff check by 6 or more when delivering a secret message before false information is implied or inferred. Failure by 5 or more means a beguiler can't get the message across. See Bluff checks on pg. 67 of the Player's Handbook. These failed Bluff increments increase by 1 at 9th, 13th, 16th, and 18th level, when a beguiler has to fail a Bluff check by 10 or more before false information is implied or inferred. Lively Discourse (Ex): At 12th level, a beguiler gains the ability to relay detailed messages, especially those that require specific locations, people and times. The DC is 30 to relay intricate messages with a Bluff check.

Swashbucker Dead Levels 2 web (http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x) Seduction (Ex): At 4th level, a swashbuckler has a lascivious way of acquiring knowledge through less than diplomatic channels. A swashbuckler gains an additional use of the Bluff skill called seduce to learn secret. The swashbuckler can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this iteration of the Bluff skill to work, the nonplayer character must find the swashbuckler physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check . The fewer people that know a secret, the greater their loyalty to keep that secret.




Secret
DC*
Example


Common
10
Password told to the city guard, known by 16 or more people


Uncommon
20
Identity of thieves' guild leader, known by 9 to 16 people


Valuable
30
A merchant ship hauling exotic goods, known by 5 to 8 people


Deadly
40
Plans to invade a foreign land, known by 3 to 4 people


Unutterable
50
The mental disability of a king, known by 3 or less people





*The DC assumes that the nonplayer character is indifferent. The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly, +5 if the NPC is friendly, and +10 if the NPC is helpful.

A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious.
At 9th level, a swashbuckler gains a +1 bonus on seduce to learn secret checks. This bonus increases by +1 at 13th, 15th, 18th, and 19th level.


Half-elf Fighter substitution level: Races of Destiny p.158: Whenever a half-elf fighter fights defensively, he may attempt a Bluff or Diplomacy check as a free action, opposed by his opponent’s Sense Motive check (the opponent may also add his base attack bonus on this check).If the half-elf fighter wins, he gains a +2 bonus on attack rolls against that creature until the end of his next turn. This ability only functions against creatures with Intelligence scores of 3 or higher. It is a language-dependent, mind-affecting ability. This benefit replaces the standard fighter’s 6th-level bonus feat.

Darksong Knight sub level: Champions of Valor p.38: Dancing Feint (Ex): Starting at 2nd level, a Darksong Knight can use her Perform (dance) skill to feint in combat as if it were the Bluff skill.

Changeling Rogue sub level: Races of Eberron p.122: A changeling rogue can take 10 on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks, even if stress or distraction would normally prevent him from doing so.

daremetoidareyo
2016-10-28, 06:38 AM
Some notes: favored enemies and class features like it have been ignored by this guide for bookkeeping reasons. Feats that advance favored enemy bonuses haven't.

I didn't include materials from faiths and pantheons because my copy has no search function.

I didn't include deities and demigods because Set has 25 free action bluff checks per round. J/k: I could not figure out where to fit the material.

I included the web material that I was aware of.

Now y'all can post.

Things I noticed:

There are two affiliations that give you new powers with your bluff, that's pretty neat. Changelings look like the best race to use for bluff optimization. With racial emulation they can get the feline subtype, they can take the half elf fighter sub level, and they have their own awesome rogue sub level.

After Changeling, I would suggest kenku for their mimicry abilities.

Group fake out skill trick pairs nicely with some of those class features that offer a free feint. T

he war fan seems like a nifty little RAW apocalypse.

A Leucrotta monk specializing in feint optimization might be neat.

Wrest possession paired with a guy who specifically goes out of his way to get possessed by the various quori, all of whom add ranks to their bluff (does it allow you to beat your skill level cap?).

Halfling caravan travellers can get a +1 bluff everytime they run into other caravans...How does that pair with the caravan of shadows affiliation?

Draconic persuasion + insightful feint = +10 insight bonus + 1.5 your level to feint in combat.

The charlatan ability of a high level hollow shard affiliate paired with the false decorations can net you a +5 to all diplomacy and intimidate checks, (people believe your bluff which you use to replace their knowledge history)...which can then allow you to give orders or make military requests...crazy

Besides sneak attack, what else can you do to all of these flatfooted opponents?

Mr Adventurer
2016-10-28, 02:07 PM
A Masterwork Tool can give you a +2 circumstance bonus.

daremetoidareyo
2016-10-28, 02:14 PM
A Masterwork Tool can give you a +2 circumstance bonus.

thanks: what masterwork tool helps with bluff? a mesmerizing wheel?

Segev
2016-10-28, 02:15 PM
thanks: what masterwork tool helps with bluff? a mesmerizing wheel?

Slightly psychic paper? >_> <_<

More seriously, "props," probably.

Mr Adventurer
2016-10-28, 02:19 PM
When I used it, I used 'distracting jewelry', on the basis that if you're distracted you might not track a bluff quite so well. Also it has to cost 50gp and weigh 1 pound.

The Viscount
2016-10-28, 04:40 PM
The other rarely mentioned advantage against a flatfooted opponent is that they cannot make attacks of opportunity against you unless they have Combat Reflexes.

martixy
2016-10-28, 04:42 PM
Slightly psychic paper? >_> <_<

More seriously, "props," probably.

While I agree with this I fail to conceive of a non-magical prop that would apply in all situations ever.

Mr Adventurer
2016-10-28, 06:17 PM
While I agree with this I fail to conceive of a non-magical prop that would apply in all situations ever.

Sucks to be you! :D

SangoProduction
2016-10-28, 06:57 PM
While I agree with this I fail to conceive of a non-magical prop that would apply in all situations ever.

It's not just *a* prop, but a set of props. Much like a lockpick tool isn't just a single lock pick, but several, which works for different types of locks.

ben-zayb
2016-10-28, 07:40 PM
The other rarely mentioned advantage against a flatfooted opponent is that they cannot make attacks of opportunity against you unless they have Combat Expertise.

I could've sworn that should be Combat Reflexes

daremetoidareyo
2016-10-28, 08:54 PM
What source are masterwork tools covered in?

WarKitty
2016-10-28, 09:50 PM
What source are masterwork tools covered in?

They're on the SRD

Mr Adventurer
2016-10-29, 05:14 AM
Yep, PHB. Right there in the equipment section.

The Viscount
2016-10-29, 12:01 PM
I could've sworn that should be Combat Reflexes

And you'd be right, it is Reflexes.

Venger
2016-10-29, 05:27 PM
When I used it, I used 'distracting jewelry', on the basis that if you're distracted you might not track a bluff quite so well. Also it has to cost 50gp and weigh 1 pound.

so a flava flav clock necklace?

daremetoidareyo
2016-10-29, 05:38 PM
What skill should I deepdive into next? I'm thinking either knowledge or gather information. In about 4 years, all of the skills will be done, and everyone will be playing 6e.

Are there any more tricks with feints?

martixy
2016-10-29, 06:40 PM
What skill should I deepdive into next? I'm thinking either knowledge or gather information. In about 4 years, all of the skills will be done, and everyone will be playing 6e.

Are there any more tricks with feints?

I'd really love to see some of the more obscure ones.

Like Sleight of Hand, Escape Artist, Appraise, Disguise, etc.

The Viscount
2016-10-29, 06:55 PM
What skill should I deepdive into next? I'm thinking either knowledge or gather information. In about 4 years, all of the skills will be done, and everyone will be playing 6e.

Are there any more tricks with feints?

For the sake of completeness, the Mountebank base class in Dragon Compendium has deceptive attack, which deals extra damage to enemies who have been feinted against (among other things).

elonin
2016-10-29, 08:24 PM
I'm not looking at my PHB but tools/masterwork tools but doesn't get specific for many skills. For bluff I'd guess a prop (yoda with his staff comes to mind).

Buufreak
2016-10-30, 12:02 PM
While I agree with this I fail to conceive of a non-magical prop that would apply in all situations ever.

Finger puppets. A Dwarf, Elf, Human, Dragon, Ettin, etc. Now the trick is since they are already so small to fit on fingers, how would you emphasize the extra smallness of Halflings and Gnomes?


I'd really love to see some of the more obscure ones.

Like Sleight of Hand, Escape Artist, Appraise, Disguise, etc.

Seconding Sleight of Hand.

daremetoidareyo
2016-10-30, 05:22 PM
Seconding Sleight of Hand.

The thing is, I crawl across over 100 sources while updating my personal skill guides, and there isn't a whole lot of extra oomph to sleight of hand other than Eberron's City of stormreach and EPIC SRD. Sense motive, intimidate, and gather information, however, I've seen tons of bits about them.

Segev
2016-10-31, 09:28 AM
While I agree with this I fail to conceive of a non-magical prop that would apply in all situations ever.


It's not just *a* prop, but a set of props. Much like a lockpick tool isn't just a single lock pick, but several, which works for different types of locks.

I like that explanation. Excellent job, SangoProduction. Because I shared martixy's concerns, even though I acknowledged the mechanics supported it.

VisitingDaGulag
2016-10-31, 09:53 PM
Bravo OP. Perhaps Profession deserves a deep dive.

It is the mark of a true optimizer to build a llama character. I know I have.

Deophaun
2016-10-31, 10:21 PM
It's not just *a* prop, but a set of props. Much like a lockpick tool isn't just a single lock pick, but several, which works for different types of locks.
Masterwork tools do not work that way. You do not say "I get a tool that's +2 to skill... I'll make it an X." You say "I have a masterwork X. Mr. DM: what--if anything--will that tool give me a bonus to?" Under that "A set of props" is much, much more likely to give you a +2 circumstance bonus to Perform (comedy), not Bluff.

Segev
2016-11-01, 08:41 AM
Masterwork tools do not work that way. You do not say "I get a tool that's +2 to skill... I'll make it an X." You say "I have a masterwork X. Mr. DM: what--if anything--will that tool give me a bonus to?" Under that "A set of props" is much, much more likely to give you a +2 circumstance bonus to Perform (comedy), not Bluff.

Depends on the props.

daremetoidareyo
2016-11-06, 12:59 PM
I still have to go through dragons of faerun and faiths and pantheons with a fine tooth comb.
----
Speaker in Dreams p.9:
If the characters follow the fleeing wererats, compare the speed of each fleeing wererat (40 feet in hybrid form) to the speed of the pursuing party members. A fleeing wererat takes a double move action each round, cover 80 feet while running along side streets and alleys...Each round, the wererat makes a bluff check (+0 for normal wererat, +5 for leader) opposed by the pursuers sense motive check. If the bluff succeeds, the wererat makes a hide check (+11) opposed by the pursuer's spot check, with a -1 penalty for each 10 feet of distance. If the hide check is successful, the wererat eludes the pursuing character.
----
Mysteries of the Moonsea p.148: Blemished Altar of Cyric:
Prereq: 8 ranks of bluff. Activation: Any character with the prerequisite needed to gain the ability conferred by the blemished altar can sense its latent energy. Those characters intuitively understand that touching the altar allow them to absorb the power. A full round action is necessary, and up to 3 induviduals can absorbed the ability before recharge is necessary. Recharge: Once blemished altar has bestowed its power on 3 induviduals, it cannot grant additional uses of the power for one tenday. Special ability (SU) a character with the power of the blemished altar gains a +20 bonus on bluff checks and is immune to the effect of an divination magic of 4th level or lower.. The bonus on bluf checks and the magic immunity last for 24 hours. Ability Value:8000gp per person.

Zaq
2016-11-09, 10:59 AM
Per Secrets of Sarlona pg. 133, Glibness is also a 3rd level Psion/Wilder power of the Psychometabolism discipline. Perhaps ironically, this means that without any shenanigans, a Psion can get access to Glibness before a Bard or a Beguiler can—Bards get 3rd level spells at ECL 7, Beguilers get 3rd level spells at ECL 6, and Psions get 3rd level powers at ECL 5.

daremetoidareyo
2016-11-09, 12:48 PM
Per Secrets of Sarlona pg. 133, Glibness is also a 3rd level Psion/Wilder power of the Psychometabolism discipline. Perhaps ironically, this means that without any shenanigans, a Psion can get access to Glibness before a Bard or a Beguiler can—Bards get 3rd level spells at ECL 7, Beguilers get 3rd level spells at ECL 6, and Psions get 3rd level powers at ECL 5.

Thanks! I'll add it in tonight

rrwoods
2016-11-09, 02:16 PM
Masterwork tools do not work that way. You do not say "I get a tool that's +2 to skill... I'll make it an X." You say "I have a masterwork X. Mr. DM: what--if anything--will that tool give me a bonus to?" Under that "A set of props" is much, much more likely to give you a +2 circumstance bonus to Perform (comedy), not Bluff.

Ok, but if you're a player and you say "I want to buy a masterwork tool for [skill]", does the DM really go "haha you bought a tool for [other skill] instead"? They could always say "that's not available in this place of purchase" but it's a houserule to say "that doesn't exist".

Afgncaap5
2016-11-09, 04:39 PM
Ok, but if you're a player and you say "I want to buy a masterwork tool for [skill]", does the DM really go "haha you bought a tool for [other skill] instead"? They could always say "that's not available in this place of purchase" but it's a houserule to say "that doesn't exist".

I think it's reasonable to accept that a set of props that grants a +2 bonus to Perform (Acting) might also grant a +2 bonus to Bluffing if the props are appropriate.

Better yet, I could have a pre-set list of items that the players have in their bag of Props (that are all very crude and basic and wouldn't work well as real versions of what they're supposed to represent). Then I'd roll a die and when the player is going to use the props I'd tell them which prop they've selected, and ask them to please enlighten me as to how they're working the prop into their blatant lies to make it more believable.

Ultimately, they still get the +2 bonus to the check, and I get a player scrambling to make their Copper Knife or Set Of Three Opera Ticket Stubs or Broken Manacles integral to the plot. Methinks everyone would enjoy it, and the game would likely not be broken too badly.

daremetoidareyo
2017-03-15, 09:56 PM
Swashbucklers get a unique use of bluff that I'll have to add later

http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x

Also, you can hide in a cloud or mountain ravine: DLCS p.248