Sense Motive

Key Attribute: Wisdom

The Sense Motive skill is a generally reactive skill that you use to learn things about those that you interact with. With it you can spot lies and get a feel for a situation before it turns on you. Those who practice at it can determine motivations of others, learn the secrets of others during casual conversation, and even predict the actions of others before they occur.

Untrained Ability

Check For Deceit
You can attempt to determine if someone is lying to you, whether it's something as simple as a single lie or if they're actually attempting to pass themselves off as someone else. Taking the time to determine truth from lie in this way requires a swift action. As this sort of thing often occurs out of combat the action cost probably won't come up that much, but it does take a moment to catch a liar in the middle of a fight. The DC of this check is determined by the bluff check of the person lying to you. You can not retry this check for the same falsehood without new evidence.

Base DC: Bluff check result

Success: You recognize whether you are being told the truth or lied to, but gain no bonus to convincing others of the same. If you exceed the Dc by 5, you recognize if you are being lied to, and also notice several little “tells”. If you attempt to convince others of the truth or falsehood of the statements or persona they gain a +4 bonus on their checks.

Failure: You don’t have a good read on the statements, and have no idea whether you are being told the truth or not. This is the case even if you really are being told the truth. If you fail the check by more than 5, you believe that what you are being told is the truth, especially if it really isn’t.

Rank 4 Ability

Detect Influence
You can tell when people are acting under magical influence. You can detect most active charm or compulsion effects with a DC 20 + caster's Magic Attack Bonus check. You must spend one full minute interacting with the person before you can make this check.

Base DC: 20 + caster's Magic Attack Bonus

Success: If magic is making the individual act differently, you are aware of it. If you exceed the DC by more than 5, not only are you aware of magic making the individual act different, but you can almost talk them out of it. You may grant the target an additional save against the effect at any time within the next hour.

Failure:While they may be acting out of character, you find nothing indicating magic behind it.

Rank 10 Ability

Do You Want to Talk About It?
You know the psychological tricks to coax out the inner secrets and workings of a mind. If you interact with someone for at least one minute, you know if they are intelligent or not. While not generally useful, it allows you to determine fairly quickly if you happen to be dealing with a magical construct or programmed illusion of some form. If you interact with someone for at least 10 minutes, however, you may gain access to information they might wish you to not know. This requires a successful check, with a of DC 12 + their Hit Dice + their Wisdom modifier check. Your check is modified by conditions. If you succeed or suffer a near miss on the check you learn if they are currently putting on an act with their current demeanor as well as what they're actual demeanor is. If you succeed on the check also ask a number of questions of your target that must be truthfully answered; the exact number of questions is determined below.

Base DC: 12 + opponent's Hit Dice + opponent's Wisdom modifier

Success: You learn if the target is faking their current demeanor, and also get truthful answers for up to two questions that can be answered reasonably quickly. You suffer a -2 penalty on additional uses of this ability against the target for 12 hours. If you exceed the DC by more than 5, you learn if the target is faking their current demeanor, and also get truthful answers for up to four questions that can be answered reasonably quickly. Complex answers may use up more than one of your questions, at the DM's discretion.

Failure: You learn if the target is faking their current demeanor, but that's it. You suffer a -5 penalty on additional uses of this ability against the target for 12 hours. If you fail the check by more than 5 points, the target feels slighted that you would attempt to pry at things they obviously don't want to talk about. Their attitude toward you shifts one step negatively (though never more than 1 step in any 24 hour period), and you suffer a -10 penalty on further attempts with this ability against them for 12 hours.

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