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.
- 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.
- 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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