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{{skill
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|description = '''Bluff''' helps the character make the outrageous seem true. The skill encompasses fast-talking, conning, acting, and misdirection through words or body language.
While [[Obsidian]] has not released any information about '''bluff''' it was a skill included with the Hordes of the Underdark expansion for NWN.
 
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|ability = Charisma
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|classes = [[Bard]], [[Rogue]], [[Sorcerer]], [[Swashbuckler]], [[Warlock]]; [[Arcane trickster]], [[Assassin]], [[Duelist]], [[Harper agent]], [[Invisible blade]], [[Red Wizard of Thay]], [[Shadow Thief of Amn (class)|Shadow Thief of Amn]], [[Shadowdancer]]
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|training = No
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|check = Bluff checks occur in conversation in NWN2, usually against a set [[DC]] in order to be successful and make the person believe what you are saying (usually the more implausible or outrageous the claim - or the wiser the person you are lying to is - the higher the DC will be). The skill can also be used in combination with [[feint]] to mislead your opponent, allowing you to catch them [[flat-foot|flat-footed]].
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|special = The master of a spider [[familiar]] gains a +3 bonus on bluff checks; [[Ranger]]s receive +1/five levels to Bluff checks against their [[favored enemy]]; [[Tiefling]]s and [[half-elf|half-elves]] receive +2 racial bonuses to their bluff checks.
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|use = Selected (Conversation and Combat)
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}}
   
==DnD 3.5 Bluff==
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==[[DnD 3.5]] comparison==
 
*Sense motive, the skill which normally opposes bluff, does not appear in NWN2.
The character can make the outrageous seem true. The skill encompasses fast-talking, conning, acting, and misdirection through words or body language.
 
 
'''[[ability modifier|Modifying ability]]''': [[Charisma]]
 
 
'''[[Class|Classes]]''': [[Bard]], [[Rogue]], [[Sorcerer]], [[Warlock]], [[Arcane Trickster]], [[Shadowdancer]], [[Harper Agent]], [[Shadow Thief of Amn]], [[Duelist]]
 
 
'''Requires training''': No
 
 
'''[[Skill check|Check]]''': A bluff check is opposed by the target’s [[sense motive]] check. 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, you 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.<br />
 
 
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.<br />
 
 
A bluff requires interaction between you and the target. Creatures unaware of you cannot be bluffed. <br />
 
 
'''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 nonintelligent creature, it’s impossible. Feinting in combat does not provoke an [[attack of opportunity]].<br />
 
 
'''Creating a Diversion to Hide and Delivering a Secret Message'''
 
Bluff can also be used to create a diversion long enough to use your [[hide]] skill as well as deliver a secret message using body language while in plain sight.<br />
 
 
'''Special''':
 
* A ranger gains a bonus on bluff checks when using this skill against a [[favored enemy]].
 
* The master of a snake [[familiar]] gains a +3 bonus on bluff checks.
 
* If you have the [[persuasive]] [[feat]], you get a +2 bonus on bluff checks.
 
* 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.
 
 
==Prerelease notes==
 
*Obsidian has stated that sense motive, the skill which opposes bluff, will not appear in NWN2.
 
*A [http://nwn2forums.bioware.com/forums/myviewtopic.html?topic=483920&forum=95&sp=0|recent post by J.E. Sawyer] on the official forums mentioned the spider familiar grants a +3 to Bluff checks, strongly indicating that it will be in NWN2.
 
 
== NWN comparison ==
 
*Bluff was added in the second expansion for NWN, Hordes of the Underdark. It was only used in conversations. Its usage in combat was not implimented nor was its opposing skill, sense motive.
 
   
 
== External resources ==
 
== External resources ==
 
*[[NWNWiki:Bluff]]
 
*[[NWNWiki:Bluff]]
 
[[Category:Skills]]
 

Revision as of 21:52, 11 October 2009

Bluff helps the character make the outrageous seem true. The skill encompasses fast-talking, conning, acting, and misdirection through words or body language.

Modifying ability: Charisma

Classes: Bard, Rogue, Sorcerer, Swashbuckler, Warlock; Arcane trickster, Assassin, Duelist, Harper agent, Invisible blade, Red Wizard of Thay, Shadow Thief of Amn, Shadowdancer

Requires training: No

Check: Bluff checks occur in conversation in NWN2, usually against a set DC in order to be successful and make the person believe what you are saying (usually the more implausible or outrageous the claim - or the wiser the person you are lying to is - the higher the DC will be). The skill can also be used in combination with feint to mislead your opponent, allowing you to catch them flat-footed.

Special: The master of a spider familiar gains a +3 bonus on bluff checks; Rangers receive +1/five levels to Bluff checks against their favored enemy; Tieflings and half-elves receive +2 racial bonuses to their bluff checks.

Use: Selected (Conversation and Combat)


DnD 3.5 comparison

  • Sense motive, the skill which normally opposes bluff, does not appear in NWN2.

External resources

  • NWNWiki:Bluff