ST: Sense Motive
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Sense Motive | You try to tell whether a creature's behavior is abnormal, or can disseminate through lies and bluffs. By spending 1 action / ◈, you may attempt an active Insight check vs a single creature's Deception, Stealth, Sleight-of-Hand, or similar check you suspect has an alterior motive. The DC may be in the open, but the GM may attempt to roll a check in secret if the need calls for it (such as vs a Passive Will / Will total + 10 if the creature is unsuspecting or unresponsive). On a Success, you can tell whether the creature is behaving normally, but you don't know their exact intentions or what magic might be affecting such. If you Critically Succeed, however, you determine the creature's true intentions and get a solid idea of any mental magic affecting them. Failure, but not Critically Failing, lets you detect what the deceptive creature wants you to believe, deception or no. A Critical Failure means you get the wrong idea entirely, or they are 'entirely too hard to read'. You can only attempt to Coerce a creature once per Long Rest. At character level 15th, the amount of creatures you may Coerce at once becomes equal to your character level. |
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Prerequisites Proficiency in Insight. |