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 behavior 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.
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.