SENSE MOTIVE (WIS)<br/><br/>Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness.<br/>Task   Sense Motive DC<br/>Hunch   20<br/>Sense enchantment   25 or 15<br/>Discern secret message   Varies<br/><br/>Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.<br/><br/>Sense Enchantment: You can tell that someone’s behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities.<br/><br/>Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.<br/><br/>Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.<br/><br/>Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.<br/><br/>Special: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.<br/><br/>If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.<br/><br/>Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.<br/><br/>-----------------------------------------------------------------------------------------------------------------------<br/><br/>As I tried to point out, sense motive does NOT give you the ability to read ones mind, especially not that clearly, it was an accident, but in future you will not be using that modifer to read other peoples thoughts.<br/><br/>Neither does you detect evil work on her, as she is a good aligned person. I know i worded it bad, but I was basically trrying to state there was no physical way you coulda detected her thopughts without a spell in a domain i havnt read, and even then her will save is sufficiently high enough to fend it off with a low roll on a dice)