Bluff

Bluff (Cha)


Cooldown: 6 Seconds

When used successfully on a hostile monster, the monster briefly becomes vulnerable to Sneak Attack damage regardless of whom it's attacking. Several enemy types are immune to Bluffing, including undead, oozes, vermin, animals, and magical beasts. Also, with a high enough Bluff skill, certain NPC dialogues will have additional options.

A successful Bluff lasts for 6 seconds.

When making a Bluff attempt, the game rolls a Bluff check (1d20 + total Bluff skill + other modifiers) and compares the total roll against the formula (10 + target's base Hit Dice + target's Wisdom modifier + other modifiers). If the roll is greater than or equal to this value, the Bluff succeeds.

Every time a monster is successfully Bluffed, it gains a permanent cumulative +4 modifier to resist later Bluffs. There is no way to reset this bonus short of respawning the monster. Any creature that can be Bluffed eventually becomes immune to Bluffing if it works enough times - or if it fails enough times.

Bluff does not require line of sight to the target.


 * Class Skill for a Bard, Rogue, Sorcerer

Pulling With Bluff
A successful Bluff against an idle monster alerts it to your presence and draws aggro. The monster turns hostile on its own, though, without alerting its allies.

If you combine this fact with the fact that you can Bluff from behind total cover, Bluff can be a good ambush skill to pick enemies off one by one rather than taking them all on at once and being overwhelmed. However, bear in mind that enemies who attack primarily using ranged weapons or spells will attack in place, rather than being pulled away.