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wiki:sleight of hand

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Sleight of Hand (Dex)

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 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 Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the 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.

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.
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.
Untrained: An untrained Sleight of Hand check is simply a 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.

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.

Lock QualityDC
Simple20
Average25
Good30
Superior40

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.

You may intentionally break a locking device with a DC of 10.

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.

DeviceTimeDisable Device DCExample
Simple1 round10Jam a lock, open a simple lock
Tricky1d6 rounds15Disabling a moderate trap
Difficult1d6+2 rounds20Disable a complex trap, or device
Extreme2d6 rounds25Disable 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.
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

Check: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. When you use this skill under close observation, your skill check is opposed by the observer's 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 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.

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.

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 Perception. A successful check distracts the target for 1 round for each two points you exceed their perception, with a minimum of 1 round.

Misdirection cannot be used against people you are in combat against except to allow you to Hide, and the distraction never lasts more than 1 round.

wiki/sleight of hand.1425798485.txt.gz · Last modified: 2015/09/07 22:11 (external edit)