Quote Originally Posted by NeoSeraphi View Post
True, but making a Sense Motive check against a Bluff specialist should be rather difficult for the majority of characters he comes across.
I wasn't talking about sense motive against the bluffer, I was talking about the DC 25 sense motive check to tell that someone is charmed.

and a +20 custom item
Why not +30?

I have the same mindset you do, that if you're Bluffing properly, you should be avoiding combat more often than not, I just feel that the abilities the Bluff skill already offers are more than capable of that, but that your party wouldn't like it if you just avoided every encounter, so I'm giving you useful and interesting abilities to use during combat so that you don't get bored. It's basically all about giving the party face role continuity in combat, as he's rather skilled with it out of combat already.
Ah, I see.

Personally, I don't really see why role continuity is that important; as long as everyone has their chance to shine in every campaign (and preferably every adventure), they don't need one in every encounter as well.