Sense Motive (Wis)
Check: A successful check lets you avoid being bluffed; see the Bluff skill above. You can also use this skill to determine when ‘something is up’ (that is, when something odd is going on) or to assess someone’s trustworthiness.
|Task||Sense Motive DC|
|Discern secret message||Varies|
Hunch: This use of the skill involves making a gut assessment of a social situation. You may get the feeling from another’s behaviour that something is wrong, such as when you are talking to an impostor. Alternatively, you may get the feeling that someone is trustworthy.
Sense Hypnotism: You can tell that someone’s behaviour is being influenced by a hypnotism effect even if that person is not aware of it.
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 you are missing relating to the message, take a –2 penalty on your Sense Motive check. If you succeed by four or less, you know that something hidden is being communicated but you cannot learn anything specific about its content. If you beat the DC by five or more, you intercept and understand the message. If you fail by four or less, you do not detect any hidden communication. If you fail by five or more, you infer some false information.
Action: Trying to gain information with Sense Motive generally takes at least one minute. You could spend a whole evening trying to get a sense of the people around you.
Try Again: You may not try this check again, though you may make a Sense Motive check for each Bluff check made against you.
Special: If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.