(Wis, Use Untrained)
You are skilled at detecting falsehoods and true intentions.
Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness.
|Task||Sense Motive DC|
|Sense enchantment||25 or 15|
|Discern secret message||Varies|
Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behaviour that something is wrong, such as when you’re talking to an imposter. Alternatively, you can get the feeling that someone is trustworthy.
Sense Enchantment: You can tell that someone’s behaviour is being influenced by any kind of super effects: powers, psionics, spells, etc. The base DC is 20, but GMs can apply circumstance modifiers if the subject’s behaviour is particularly out of character or unusual.
Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you might infer false information.
Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.
Synergy: Sense Motive grants a synergy bonus to Diplomacy.
Check: A successful check allows the character to avoid being bluffed (see the Bluff skill). Sense Motive does not, however, allow a character to determine whether a given statement is a lie. The character can also use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness. In addition, a character can use this skill to make an assessment of a social situation. With a successful check (DC 20), the character can get the feeling from another’s behaviour that something is wrong. Also, the character can get the feeling that someone is trustworthy and honorable.
Try Again?: No, though the character may make a Sense Motive check for each bluff made on the character.
Special: A character can take 10 when making a Sense Motive check, but can’t take 20.
A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill (DC equal to the bluff check result of the sender). If the character’s check result beats the DC by 5 or more, the character understands the secret message as well. If the character’s check fails by 5 or more, the character misinterprets the message in some fashion.
Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. (When that’s the case, the GM may roll the character’s Sense Motive check in secret, so the character doesn’t necessarily know someone’s trying to bluff him or her.) Using Sense Motive to get a sense of someone’s trustworthiness takes at least 1 minute.