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Players Handbook The information on this page includes speculation of what will be included in NWN2. It derives from Dungeons and Dragons 3.5 rules from the SRD or other sources, but Obsidian may change the actual implementation in the game.

Obsidian has indicated the bluff skill will be in NWN2 [1].

DnD 3.5 Bluff

The character can 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, Warlock, Arcane trickster, Shadowdancer, Harper agent, Shadow thief of Amn, Duelist

Requires training: No

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.

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.

A bluff requires interaction between you and the target. Creatures unaware of you cannot be bluffed.

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.

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.

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 post by J.E. Sawyer on the official forums mentioned the spider familiar grants a +3 to Bluff checks.

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

  • NWNWiki:Bluff
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