--- alias: --- # [Deception (Cha)](https://2e.aonprd.com/Skills.aspx?ID=5) **Source** [_Core Rulebook pg. 245_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) You can trick and mislead others using disguises, lies, and other forms of subterfuge. ### Related Feats To see a list of Feats related to Deception, [click here](https://2e.aonprd.com/Feats.aspx?Traits=144&Skill=Deception). # Deception Untrained Actions ## [Create a Diversion](https://2e.aonprd.com/Actions.aspx?ID=45)[one-action] [Mental](https://2e.aonprd.com/Traits.aspx?ID=106)  **Source** [_Core Rulebook pg. 245_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) --- 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](https://2e.aonprd.com/Traits.aspx?ID=104) trait. If you use distracting words, it gains the [auditory](https://2e.aonprd.com/Traits.aspx?ID=16) and [linguistic](https://2e.aonprd.com/Traits.aspx?ID=101) 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](https://2e.aonprd.com/Conditions.aspx?ID=22) to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to [Sneak](https://2e.aonprd.com/Actions.aspx?ID=63) away.) This lasts until the end of your turn or until you do anything except Step or use the [Hide](https://2e.aonprd.com/Actions.aspx?ID=62) or the Sneak action of the [Stealth](https://2e.aonprd.com/Skills.aspx?ID=15) skill. If you Strike a creature, the creature remains [flat-footed](https://2e.aonprd.com/Conditions.aspx?ID=16) against that attack, and you then become [observed](https://2e.aonprd.com/Conditions.aspx?ID=27). 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](https://2e.aonprd.com/Actions.aspx?ID=46) [Concentrate](https://2e.aonprd.com/Traits.aspx?ID=32) [Exploration](https://2e.aonprd.com/Traits.aspx?ID=66) [Manipulate](https://2e.aonprd.com/Traits.aspx?ID=104) [Secret](https://2e.aonprd.com/Traits.aspx?ID=142)  **Source** [_Core Rulebook pg. 245_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) --- 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](https://2e.aonprd.com/Equipment.aspx?ID=19), 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](https://2e.aonprd.com/Actions.aspx?ID=84) action to attempt Perception checks against your [Deception](https://2e.aonprd.com/Skills.aspx?ID=5) 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](https://2e.aonprd.com/Actions.aspx?ID=47) [Auditory](https://2e.aonprd.com/Traits.aspx?ID=16) [Concentrate](https://2e.aonprd.com/Traits.aspx?ID=32) [Linguistic](https://2e.aonprd.com/Traits.aspx?ID=101) [Mental](https://2e.aonprd.com/Traits.aspx?ID=106) [Secret](https://2e.aonprd.com/Traits.aspx?ID=142)  **Source** [_Core Rulebook pg. 246_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) --- 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](https://2e.aonprd.com/Actions.aspx?ID=48)[one-action] [Mental](https://2e.aonprd.com/Traits.aspx?ID=106)  **Source** [_Core Rulebook pg. 246_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) **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.