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wiki:sleight of hand [2015/09/29 01:52]
caleymccready [Pick Pocket]
wiki:sleight of hand [2018/06/25 16:06] (current)
caleymccready
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-====== Sleight of Hand ======+====== Sleight of hand ======
 ===skill (dexterity)=== ===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 movement 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 [[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]] 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]]
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 **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]]\\ **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]]\\
  
-===== 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 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 or more, you damage the lock and it can no longer be opened
  
 ^Lock Quality^DC^ ^Lock Quality^DC^
-|Simple|Easy|  +|Average|Easy|  
-|Average|Moderate|  +|Superior|Hard|  
-|Good|Hard|  +|Masterwork|Near Impossible
-|Superior|Very Difficult+
  
-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 one level, and you make the check at [[combat#​advantage|disadvantage]]+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, lowering the difficulty by one level +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|Easy|Jam ​lock, open a simple lock| +|Moderate|Disable ​common device|1d6 rounds| 
-|Tricky|1d6 rounds|Moderate|Disabling a moderate trap|  +|Hard|Disable a complex trap, or device|2d6 rounds| 
-|Difficult|1d6+2 rounds|Hard|Disable a complex trap, or device|  +|Near Impossible|Disable a masterwork device|3d6 rounds| 
-|Extreme|2d6 rounds|Very Difficult|Disable a finely made clockwork+
  
 If you attempt to leave behind no trace of your tampering, increase the difficulty by one level  If you attempt to leave behind no trace of your tampering, increase the difficulty by one level 
  
-**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 lock is a full-round ​action\\ +**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\\ 
-**Try Again**: Varies. You can retry checks made to open locks, ​provided you did not catastrophically fail and break the lock in the locked position. Failing to disable a trap triggers the trap+**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
  
-===== Pick Pocket ===== +\\ 
-Check: ​ Your skill check is opposed by the observer'​s [[wiki:​perception|Perception]] check. ​The observer'​s ​success doesn'​t prevent ​you from performing ​the actionjust from doing it unnoticed+==== 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 tiedyou take the item but the opponent immediately notices
  
-If your score is 10 or less, you fail to take the object, whether or not you were noticed 
  
-===== 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.+==== 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.+Performing a minor feat of legerdemain,​ such as making a coin disappear, also has a DC of unless an observer is determined to note where the item went
  
-===== 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 ==== 
- +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 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
  
wiki/sleight of hand.1443505928.txt.gz · Last modified: 2015/09/29 01:52 by caleymccready