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wiki:sleight of hand [2015/03/08 03:08] caleymccready created |
wiki:sleight of hand [2018/06/25 16:06] (current) caleymccready |
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| - | ====== Sleight of Hand (Dex) ====== | + | ====== Sleight of hand ====== |
| + | ===skill (dexterity)=== | ||
| + | ~~TOC~~ | ||
| + | \\ | ||
| Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. | Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. | ||
| - | Drawing a hidden weapon is a standard action and is opposed by the [[wiki:perception|Perception]] skill of anyone aware of your presence. | + | Drawing a hidden weapon is a movement action and is opposed by the [[wiki:perception|Perception]] skill of anyone aware of your presence |
| - | You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the [[wiki:perception|Perception]] check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the [[wiki:perception|Perception]] check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check. | + | You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the [[wiki:perception|Perception]] check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains [[combat#advantage]] on the [[wiki:perception|Perception]] check. A dagger is easier to hide than most light weapons, and grants you [[combat#advantage]] on your Sleight of Hand check to conceal it, or anything smaller than a dagger. Wearing clothing that assists you in concealing a particular item grants [[combat#advantage]] |
| - | **Action**: Any Sleight of Hand check is normally a standard action. However, you may perform a Sleight of Hand check as a move action by taking a –20 penalty on the check.\\ | + | **Action**: Any Sleight of Hand check is normally a standard or a move action\\ |
| - | **Try Again**: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.\\ | + | **Try Again**: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) is made at [[combat#advantage|disadvantage]]\\ |
| - | **Untrained**: An untrained Sleight of Hand check is simply a [[wiki:abilities|Dexterity]] check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body. | + | |
| - | ===== Lock Picking ===== | + | \\ |
| - | You are skilled at opening locks. | + | ==== Lock picking ==== |
| + | You are skilled at opening locks | ||
| - | The DC depends on how complex the lock is. If the check succeeds, you open the lock. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, you damage the lock and it can no longer be opened. | + | The DC depends on how complex the lock is. If the check succeeds, you open the lock. If you failed you can try again. If you fail the check by 2 or more, you damage the lock and it can no longer be opened |
| ^Lock Quality^DC^ | ^Lock Quality^DC^ | ||
| - | |Simple|20| | + | |Average|Easy| |
| - | |Average|25| | + | |Superior|Hard| |
| - | |Good|30| | + | |Masterwork|Near Impossible| |
| - | |Superior|40| | + | |
| - | Open Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10. | + | Open Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, you make the check at [[combat#advantage|disadvantage]] |
| - | You may intentionally break a locking device with a DC of 10. | + | You may intentionally break a locking device, lowering the difficulty by one level. This does not open the lock, and makes it very difficult to open, even with the key |
| - | You can also use this skill to disarm a booby trap, or disable a mechanical device, pitting your skill versus the Trap DC, which the GM should keep secret. | + | You can also use this skill to disarm a booby trap, or disable a mechanical device, pitting your skill versus the Trap DC, which the GM should keep secret |
| - | ^Device^Time^Disable Device DC^Example^ | + | ^DC^Example^Time^ |
| - | |Simple|1 round|10|Jam a lock, open a simple lock| | + | |Moderate|Disable a common device|1d6 rounds| |
| - | |Tricky|1d6 rounds|15|Disabling a moderate trap| | + | |Hard|Disable a complex trap, or device|2d6 rounds| |
| - | |Difficult|1d6+2 rounds|20|Disable a complex trap, or device| | + | |Near Impossible|Disable a masterwork device|3d6 rounds| |
| - | |Extreme|2d6 rounds|25|Disable a finely made clockwork| | + | |
| - | If you attempt to leave behind no trace of your tampering, add 5 to the DC. | ||
| - | **Action**: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. A tricky or difficult device requires 1d6 or 1d6+2 rounds. Attempting to open a lock is a full-round action.\\ | + | If you attempt to leave behind no trace of your tampering, increase the difficulty by one level |
| - | **Try Again**: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks. | + | |
| - | ===== Pick Pocket ===== | + | **Action**: The amount of time needed to make a Disable Device check depends on the task, as noted above. Each round requires a Full action\\ |
| - | Check: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. | + | **Try Again**: Varies. You can retry checks made to open locks, but a third failure breaks the internal locking mechanism. Failing to disable a trap triggers the trap |
| - | When you use this skill under close observation, your skill check is opposed by the observer's [[wiki:perception|Perception]] check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed. | + | |
| - | If you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a [[wiki:perception|Perception]] check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence. | + | \\ |
| + | ==== Pick pocket ==== | ||
| + | Check: Your skill check is opposed by the observer's [[wiki:perception|Perception]] check. If your opponent's score is higher than yours, you are noticed and fail to take the item. If the scores are tied, you take the item but the opponent immediately notices | ||
| - | ===== Illusions ===== | ||
| - | You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like. | ||
| - | Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went. | + | \\ |
| + | ==== Illusions ==== | ||
| + | You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like | ||
| - | == Misdirection == | + | Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 1 unless an observer is determined to note where the item went |
| - | You use body language, voice throwing, and other trickery to direct your target's attention toward something, or away from something. This can be used to create a distraction, or to hide your true movements. | + | |
| - | You must declare what you wish to direct attention towards or away from specifically. | + | \\ |
| + | ==== Misdirection ==== | ||
| + | You use body language, voice throwing, and other trickery to direct your target's attention toward something, or away from something. This can be used to create a distraction, or to hide your true movements | ||
| - | Misdirection is opposed by [[wiki:perception|Perception]]. A successful check distracts the target for 1 round for each two points you exceed their perception, with a minimum of 1 round. | + | You must declare what you wish to direct attention towards or away from specifically |
| - | Misdirection cannot be used against people you are in combat against except to allow you to [[wiki:stealth|Hide]], and the distraction never lasts more than 1 round. | + | Misdirection is opposed by [[wiki:perception|Perception]]. A successful check distracts the target for at least 1 round |
| + | When used in combat, the target's distraction allows you to use the [[wiki:stealth|Hide]] skill, and lasts 1 round The target suffers no other ill effects from their distraction | ||
| + | Misdirection can also be used to deceive an opponent regarding the ki ability you are using, making it a contested check against an opponent attempting to use [[Recall Knowledge]] to determine the nature of your actions | ||