You can trick and bamboozle others through disguises, lies, and other forms of subterfuge.
You can perform the following uses of Deception even if you are untrained in the skill.
The following activities require no special training.
Create A Diversion
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and lingual traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re attempting to divert. Whether you succeed or fail, creatures you attempt to affect gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become merely sensed, rather than seen, with regard to each creature whose Perception DC your result meets or exceeds. This lasts until the end of your turn or until you act to do anything except Step or use the Hide or Sneak actions of the Stealth skill. If you do anything else, your sensed condition ends just before you act. For instance, if you succeed at a Deception check, momentarily becoming sensed by a creature (rather than seen), and then attack that creature, it is not flat-footed against your attack.
Failure You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
You create a disguise to pass yourself off as someone or something you are not. Putting together a decent disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion.
In most cases, creatures have a chance to detect you only if they use the Seek action to roll Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, you need to roll a secret Deception check against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a bonus based on how well they know the person you’re imitating, or ask you to roll a secret Deception check even if you aren’t directly interacting with them.
Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
Failure The creature can tell you’re not who you claim to be.
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate.
You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM may modify this DC based on the situation and the nature of the lie you are trying to tell.
Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big it’s impossible to get anyone to believe them.
At the GM’s discretion, if a creature initially believes your lie, it might still be able to attempt a Perception check against your Deception DC (success on the creature’s part gains the failure effect below) to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.
Success The target believes your lie.
Failure The target doesn’t believe your lie and gains a +4 circumstance bonus to Perception checks against further attempts by you to Lie to it for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Deception Trained Action
You can attempt the following use of Deception only if you are trained in this skill.
Requirements You are within melee reach of the target.
With a misleading flourish, you leave an opponent unprepared for your real attack. You attempt a Deception check against that opponent’s Perception DC.
Success The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
Critical Success The target is flat-footed against all melee attacks you attempt against it until the end of your next turn.
Critical Failure You are flat-footed against melee attacks the target attempts against you until the end of your next turn.