BLUFF (CHARISMA)


Characters use the Bluff skill to make what’s false seem true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way.

        Action: Standard action. A Dungeon Master might allow a creature to make a Bluff check as part of another action, depending on what a creature wants to do.
        Opposed Check: Against a target’s passive Insight, or against the target’s Insight check if it is actively trying to see through the deception. A creature can make the check against multiple targets at once, opposing the passive Insight of each target with a single Bluff check.
        Success: The deception is successful against the target that opposed the check.
        Failure: The target doesn’t believe the deception. If the check fails by 5 or more, the DM might rule that additional Bluff checks against the target for the same deception are impossible, or that those checks take a -5 penalty.


GAIN COMBAT ADVANTAGE

Make a Bluff check to gain combat advantage against an enemy by feinting.


        Action: Standard action. A creature can take this action only once per encounter.
        Opposed Check: Against an adjacent target’s passive Insight.
        Success: The feinting creature gains combat advantage against the target until the end of the feinting creature’s next turn.


CREATE A DIVERSION TO HIDE

Make a Bluff check to create a diversion and become hidden using the Stealth
skill.


        Action: Standard action. A creature can take this action only once per encounter.
        Opposed Check: Against a target’s passive Insight. The target must be able to see the creature creating the diversion. A creature can make the check against multiple targets at once, opposing the passive Insight of each target with a single Bluff check.
        Success: The creature can immediately make a Stealth check opposed by the passive Perception of any target that failed the opposed Bluff check. If the Stealth check succeeds against a target, the creature becomes hidden from that target until the end of the current turn or until immediately after the hidden creature makes an attack.


        Entice a guard into leaving its post (hard DC)
        Impersonate someone’s voice convincingly (hard DC)
        Entertain a crowd with a tall tale (moderate DC)



Update (6/18/2012)
Updated in Rules Compendium.

Published in Player's Handbook, page(s) 183, Player's Handbook 2, page(s) 222, Rules Compendium, page(s) 141.