Mislead opponents in combat through posture, expression, and calculated behavior to provoke hesitation or incorrect reactions.
Roll d100 + Battle Bluff bonus against DR 80 + target's Reasoning abilitiy
You (or an ally of your choice) can add your success rate to their next skill check that involves the target of the deception.
-20 - -40 to DR if the target is already off-balance, injured (more than you), emotionally reactive or you have the upper hand in the battle
- 20 to DR if the deception is believable.
+10 - +60 to DR if the decaption is counterintuitive or known to be factually wrong by the target
Suffers a -30 penalty if the target has already fallen for a deception (fool me once...)
You know that the thief in your group is sneaking up on an opponent for a back stab. With your eyes and a not of the head, you let the opponent to believe that the thief is coming from a different direction making the attack easier. That is a believable deception, so would at least have a -20 to DR, but used against an injured opponent, who had already been injured by the thief, that would be another -30 or so to DR.
Battle Bluff represents the application of psychological insight and social presence to physical conflict. It’s not about lying with words—but with movement, intent, and attitude. The skilled deceiver uses posture, facial cues, and feigned weakness or confidence to manipulate their enemy’s expectations and timing.
This skill thrives in duels, urban skirmishes, and high-pressure social-combat blends where charisma and control matter as much as weapons. It complements builds focused on manipulation, leadership, or improvisational tactics. Unlike raw melee skills, it rewards reading and misleading others.
Sequence with skills and spells that makes you believable
Truth seeing and similar.
Unflankable (situational)
Spot habit (if you have used Battle Bluff before)