Sense Motive Skill in Aertrea | World Anvil
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Sense Motive Skill

General Skills Rules:
  • Taking 10: If you are not threatened or distracted you can take 10 on a roll.
  • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
  • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
  • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
  Sense Motive (WIS) Retries: None Requires: usually a free action or in response to another’s actions. 
  • Trying to read a social situation requires at least a minute.
  • Avoid being Bluffed: determine something is up or assess someone’s trustworthiness- opposed roll- bluff vs sense motive.
  • Study Social Situation: given at least a minute in a given social situation you can determine basic information: who favors who and who dislikes who. Given an hour or more in a social situation you can gain an in depth understanding of the situation.
Synergy: +2 on diplomacy checks if you have 5 or more ranks of sense motive.   Action and DC: 
  • Realize something is wrong- Imposter DC: 20 
  • Realize someone is untrustworthy 20
  • Someone under influence of enchantment DC: 25 
  • Someone has been dominated DC: 15
  • Discern Secret Message Vs bluff 
  • Study Social Situation DC: 20

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