Bluff (Apath)

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Unofficial rules compendium
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Create a Diversion to Hide

You can use Bluff to allow you or another character to use Stealth. A successful Bluff check gives the momentary diversion you or an ally needs to use Stealth while observed. You need to be within 30 ft. of either the observer or within 30 ft. of the creature wanting to use stealth. If you try to distract multiple opponents, you must succeed against each of their opposed Sense Motive checks. A distracted creature remains so for one round.

Distract Perception

You can use trickery to deflect a search by readying an action. Spend a readied standard action to make a Bluff check when another creature makes a Perception check. You need to be within 30 ft. of either the creature making the Perception check, or within 30 ft. of what the Perception check is trying to discover. If your Bluff check result is higher than the target's Perception check, the Perception check fails. A creature who can see you can make a Sense Motive check with a DC equal to your Bluff check result to realize what's going on. As a full-round action you can use distract perception against every hostile Perception check until the beginning of your next turn, making an opposed Bluff check against every hostile Perception check as above.

Feint

The DC of the feint maneuver is the target creature's CMD or Sense Motive skill bonus +10, whichever is greater.

Innocuous Spellcasting

A psychic spellcaster (only) can use Bluff for innocuous spellcasting.

Taunt

When you use Bluff to feint to make a creature lose its Dexterity bonus to AC, you can choose to make that creature riled instead. This condition lasts for one round. This duration increases by 1 round for every 5 by which you beat the DC.

You must decide if you are trying to feint or taunt before you roll.

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