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Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery Proficiency is based on your Dexterity. The Thievery skill incurs an armor check penalty if you are wearing armor or a shield.

Thievery Actions

Delay TrapEdit

(at-will immediate actiontrained skill utility )

 

Target:

One non-magical trap (Thievery + 5 vs. the trap’s difficulty).

Success

The trap becomes disabled until the end of your next turn.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Disarm TrapEdit

(at-will standard actiontrained skill utility )

 

Target:

One non-magical trap (Thievery vs. the trap’s difficulty).

Success

The trap becomes disabled until it resets.

Failure

The trap is still active. On a critical failure, you trigger the trap.

Pick LockEdit

(at-will standard actiontrained skill utility )

 

Target:

One lock (Thievery vs. the lock’s difficulty).

Success

The lock is opened.

Failure

The lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.

Sleight of HandEdit

(at-will standard actiontrained skill stunt )

 

Target:

varies (Thievery vs. difficulty determined by the Game Master).

Effect:

Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an opportunity attack while performing the action (although in most non-combat situations, your target will likely use the opportunity attack to perform a grab rather than attacking outright with a weapon).

Thievery Training Feats

If you have Expertise in Thievery, you may gain one of the following at-will feats each time you gain further training in Thievery.

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