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
No, though the character may make a Sense Motive check
for each bluff made on the character.
A character can take 10 when making a Sense Motive check
, but can't take 20.
A character with the Attentive feat
gets a +2 bonus on all Sense Motive checks.
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.
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.
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