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Deception (Cha)

Legacy Content

Source Core Rulebook pg. 245 4.0
You can trick and mislead others using disguises, lies, and other forms of subterfuge.
Item Bonsues for Common items
Ability/SkillItemBonusLevelCategoryConsumable?Note
DeceptionHarrow Mat+10Adventuring GearNoDeception to convince a creature that a harrow reading was accurate.
DeceptionGlamorous Buckler+12Specific ShieldsNoDeception checks to Feint
DeceptionDisguise Kit (Elite)+13Adventuring GearNoDeception checks to Impersonate someone
DeceptionSmoke Veil+13Other Worn ItemsNoDeception checks to Impersonate
DeceptionVentriloquist's Ring+13Other Worn ItemsNo
DeceptionTrickster's Mandolin+14CodaNowhile playing the mandolin
DeceptionUnmemorable Mantle+17Other Worn ItemsNoDeception checks to Impersonate an individual and to Lie while in character as that individual
DeceptionTrickster's Mandolin (Greater)+18CodaNowhile playing the mandolin
DeceptionRazmiri Wayfinder+110Other Worn ItemsNoDeception checks to Lie or Impersonate
DeceptionSilvertongue Mutagen (Lesser)+11Alchemical ElixirsYes
DeceptionUnmemorable Mantle (Greater)+29Other Worn ItemsNoDeception checks to Impersonate an individual and to Lie while in character as that individual
DeceptionTaleteller's Ring+29Cursed ItemsNoDeception checks to Lie and Deception DCs against Sense Motive
DeceptionVentriloquist's Ring (Greater)+29Other Worn ItemsNo
DeceptionTales in Timber+210Specific Magic ArmorNoItem activation, Deception checks and DCs to appear as an inanimate wooden statue
DeceptionTrickster's Mandolin (Major)+212CodaNowhile playing the mandolin
DeceptionTales in Timber (Greater)+213Specific Magic ArmorNoItem activation, Deception checks and DCs to appear as an inanimate wooden statue
DeceptionRhyton of the Radiant Ifrit+214Held ItemsNoItem activation, against a specific creature, lasts 1 hour
DeceptionNecklace of Allure+217Other Worn ItemsNo
DeceptionMask of Allure+218Other Worn ItemsNo
DeceptionTales in Timber (Major)+218Specific Magic ArmorNoItem activation, Deception checks and DCs to appear as an inanimate wooden statue
DeceptionFake Blood Pack+20Adventuring GearYesWhen faking an injury, the blood pack grants a +2 item bonus to relevant Deception checks, such as to Lie about being injured
DeceptionSilvertongue Mutagen (Moderate)+23Alchemical ElixirsYes
DeceptionUnmemorable Mantle (Major)+317Other Worn ItemsNoDeception checks to Impersonate an individual and to Lie while in character as that individual
DeceptionSilvertongue Mutagen (Greater)+311Alchemical ElixirsYes
DeceptionSilvertongue Mutagen (Major)+417Alchemical ElixirsYes
Item Bonsues for Uncommon/Rare/Unique items
Ability/SkillItemBonusLevelCategoryConsumable?Note
DeceptionEyecatcher+11AdjustmentsNoDeception checks to Feint while using a weapon with an eyecatcher attached
DeceptionQuick Wig+12Other Worn ItemsNoDeception check to Impersonate to go unrecognized by changing your hair
DeceptionSecret-Keeper's Mask (Blackfingers)+13Other Worn ItemsNoDeception checks to Lie
DeceptionSecret-Keeper's Mask (Reaper of Reputation)+13Other Worn ItemsNoDeception checks to Lie
DeceptionFortune's Favor+13Relic SeedsNoDeception checks to Feint
DeceptionSecret-Keeper's Mask (Gray Master)+15Other Worn ItemsNoDeception checks to Lie
DeceptionSecret-Keeper's Mask (Father Skinsaw)+16Other Worn ItemsNoDeception checks to Lie
DeceptionClandestine Cloak+16Other Worn ItemsNoDeception checks to Impersonate a forgettable background character, such as a servant
DeceptionVenomed Tongue+17TattoosNo
DeceptionSinister Knight+18Armor Property RunesNo
DeceptionImpossible Cake+23Alchemical ToolsNoDeception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.
DeceptionMerchant's Guile+25Other Worn ItemsNoDeception checks, but only if the associated checks involve haggling or bargaining over a purchase or trade
DeceptionMantle of the Tikbalang+28Other Worn ItemsNo
DeceptionCharlatan's Cape+210Other Worn ItemsNo
DeceptionRing of Lies+210Other Worn ItemsNo
DeceptionClandestine Cloak (Greater)+210Other Worn ItemsNoDeception checks to Impersonate a forgettable background character, such as a servant
DeceptionSplendid Floodlight+212Held ItemsNoCharisma-based skill checks while within the red light
DeceptionAeon Stone (Amber Sphere)+216Other Worn ItemsNoDeception checks to Impersonate yourself as a living creature (undead only)
DeceptionThe Liar+220The Deck of DestinyNoDeception checks to Lie (+3 at 17th level)
DeceptionThe Snakebite+220The Deck of DestinyNoDeception checks for initiative (+3 at 17th level)
DeceptionThe Betrayal+220The Deck of DestinyNoDeception checks to Impersonate or Feint (+3 at 17th level).
DeceptionImpossible Cake (Greater)+39Alchemical ToolsNoDeception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.
DeceptionCape of the Open Sky+318Other Worn ItemsNoChecks to Lie
DeceptionWhisper of the First Lie+320Other Worn ItemsNo
DeceptionImpossible Cake (Major)+417Alchemical ToolsNoDeception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.

Related Feats

To see a list of Feats related to Deception, click here.

Deception Untrained Actions

Create a Diversion [one-action]

Mental 
Source Core Rulebook pg. 245 4.0
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 linguistic traits.

Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.

Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
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.

Impersonate

Concentrate Exploration Manipulate Secret 
Source Core Rulebook pg. 245 4.0
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing 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 your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.

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.
Critical Failure The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.

Lie

Auditory Concentrate Linguistic Mental Secret 
Source Core Rulebook pg. 246 4.0
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 might give them a circumstance bonus 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 that it’s impossible to get anyone to believe them.

At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC 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 against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.

Deception Trained Actions

Feint [one-action]

Mental 
Source Core Rulebook pg. 246 4.0
Requirements You are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.

Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.