Deception

Deception is used to lie, deceive, misdirect, and even feint against people.

Ability Score: Charm

Deception is typically used for lying or for performing feint maneuvers against an opponent. These are both tested against their Mind, however lying applies modifiers based on the chart below (signifying how willing the target is to believe you) which add to the target's Mind against this check.

Skill Modifiers Bonus to Mind
Target wants to believe you -5
Lie is believable +0
Lie is unlikely +5
Lie is far-fetched +10
Lie is impossible +20
Target is drunk or impaired -5
You possess convincing proof -10

Convey Secret Message

Through subtle trickery you can attempt to convey a secret message through various gestures and/or mouthed words. This is of course done to avoid others deciphering the message.

The DC for these checks is 15 for simple messages and 25 for complex messages. The DC increases by 5 if you don't share a common language with the subject. Subjects making a successful Awareness versus the result of the Deception check as the DC can decipher the hidden message.

Feign Harmlessness

In an attempt to show you pose no threat to another, you can use sly words and gestures to show you have no weapons or are too frail/demure to pose any real threat. This is made against the Mind of the target. And on a successful Deception check versus their Mind, the subject believes you pose no threat.

Feign Injury

By feigning injury you can act as if a subject actually managed to damage you when they haven't - or that the injury is much harsher than it really is. This is a Deception against the target's Mind, and on a successful check they believe your injuries are worse.

Depending on how different your true state is from the perceived damage, the individual may receive a bonus to their Mind. Your status can be uninjured, mildly injured (around 3/4 HP), injured (around 1/2 HP), seriously injured (around 1/4 HP), grievously injured (below 1/4 HP), disabled (0 HP or below), and dead. For every two stages away from your true state the target receives a +4 bonus to their Mind. For example, attempting to appear injured while uninjured grants a +4. Uninjured to grievously injured would be a +8 Mind.

Be Inconspicuous

Being inconspicuous to make sure attention is not drawn to you, this check is against Mind and on a successful check the action you're undertaking or you yourself are not noticed. This is a sort of "social stealth", wherein you're not trying to "hide" per-say but instead trying to minimize your action in order to prevent attention being drawn to it.

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