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
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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. |
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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. |
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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). |
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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. |
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.