(Fastplay) Bluff

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    Restriction: some lies are so improbable that it is impossible to convince anyone that they're true (GM discretion)
    DC Base: opposed Sense Motive
    DC Modifier: +5 target wants to believe you
    DC Modifier: +0 lie is believable
    DC Modifier: -5 lie is unlikely
    DC Modifier: -10 lie is far-fetched
    DC Modifier: -20 lie is impossible
    DC Modifier: +5 target is drunk or impaired
    DC Modifier: up to +10 you possess convincing proof
    Dice Modifier: -10 on failed retry or impossible (GM discretion)
    Check Frequency: 1 per use
    Success: opponent convinced that your lie is true
    Failure: opponent unconvinced that your lie is true
    Time: 1 round or more (GM discretion)
    Restriction: your opponent uses whichever base DC is higher to oppose the feint
    DC Base: 10 + opponent's BAB + opponent's Wis bonus
    DC Base: 10 + opponent's Sense Motive (must be trained)
    Success: opponent loses his Dex bonus for your next attack
    Failure: opponent keeps his Dex bonus for your next attack
    Time: 1 standard action
Secret Messages (innuendo)
    Restriction: your listener must be able to speak your language
    DC Base: 15 (simple messages)
    DC Base: 20 (complex messages)
    DC Base: opposed Sense Motive for opponents to understand the message
    Success: target understands the message
    Failure: <= 4 you fail to deliver the message
    Failure: >= 5 you deliver the wrong message
    Time: GM discretion
Final Notes
    Bonus In: +3 spell caster with viper familiar
    Bonus In: +2 Deceitful (feat)
    Bonus In: +4 Deceitful (feat) + Bluff (10 ranks)
    Bonus In: +2 favored enemy
    D20: Bluff + Innuendo (3.0)