Bored, looking for Bluff op.

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Namely, I'm looking for the best ways to boost my Bluff score as high as I can while sacrificing as little combat ability as possible. I'll be fine with any class I have to play, any race I would have to play, a specific feat or multiclass maybe. Anything that would help.
Bard|lazylord probably.  You can throw most of your abilities into bluff op and still be reasonably effective in combat.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide


4e stuff

List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Arcana Op (really any Sage of Ages build) + Arcane Mutterings
How optimized do you need the character to be otherwise? For most regular games, the resources needed for a tweaked out bluff should be fairly minimal.

Pick a charisma class/race with racial bonus to bluff, pick a background that gives +2 to bluff, pick a theme that gives +2 to bluff, pick an item like Eye of Deception, and pick a feat or two preferably something like Arcane Familiar that gives you multiple benefits including Bluff, like a Mephit or something. That should get you to hitting hard DC's on a 3 or 4. Pick up skill power Fast Talk for a reroll, and you should be set.

Here is a funky one idea, Tiefling Paladin, Yakuza, MC Bard, Familiar Earth Mephit, Power of Strife, Eye of Deception. At level 12 or so, you should have +6 (level) +6 (Cha) +2 (racial) +2 (background) +2 (Theme) +2 (Familiar) +2 (Feat) +2 (Item) = 24. Hard DC is 28, so you only need a 4. If you want to burn your PP or ED on it, or look for a higher item bonus (like deck yourself out with Crown of Neverwinter and a Liar's Trinket) you could guarantee the Hard DC at some point, though, I'd suggest to at least leave some of those slots open for regular optimization.
Changeling for the Charisma bonus, Bluff bonus and Changeling Disguise and Changeling Trick powers.
How optimized do you need the character to be otherwise?

Mostly just to see how high I can get it within reason.

And thanks, I'll have to take a look at these. 
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