Sleight of Hand

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Description

Ability Score Used: Dexterity
Usable Untrained? No
Armor Check Penalty Applies? Yes


Sleight of Hand is the ability to use your fingers and toes with uncanny precision, flexibility and skill. You can curl and bend your digits in ways that seem impossible to the untrained, and as a result, you can do things right under the noses of people without them ever being the wiser.

Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.

Conceal Object

You can use sleight of hand to palm a small, unattended object and secret it upon your person. Sleight of hand may not be used to camouflage an object in place (that is the domain of Disguise). This can only be done on unattended objects, or objects already on your person, outside of combat. Attended objects require the Shoplifting skill use of sleight of hand. In-combat pilfering requires the use of the Steal combat maneuver.

You can use conceal object to perform minor feats of legerdemain, such as making a coin disappear even while someone watches you do it. Of course, they might still be mad that you took their coin, despite not knowing where the heck it went.

You can use conceal object to hide a light weapon or a weapon with Concealable (Quality) 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 Required:

Move action, or part of a move action.

If you have Quick Draw (Feat), conceal object may be performed as a swift action.

DC of Check:

15, or the Perception result of someone observing or searching you, whichever is higher.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Almost Out of Reach: If the object you want to swipe is hard for you to reach without looking like you're reaching, the DC is increased by +2.
  • Under the Counter: If the object is behind something else, under the counter, in a closed (but not locked -- that's Disable Device) cabinet, the DC is increased by +4.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
  • Frisking: If someone is patting you down to look for hidden weapons, the DC is increased by +4.
  • Baggy Clothes: If you are wearing a cloak or baggy clothing, suitable for stuffing loot into, the DC is reduced by -2.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No

Results of Success

You successfully conceal the object somewhere on your person, without anyone knowing you have done so.

Consequences of Failure

You are spotted stuffing the object into your clothes.

Retry Allowed?

No

Provokes AOO?

No

Pick Pockets

You can use sleight of hand to try to take a small object from a creature out of combat. (Inside of combat, you must use the Steal combat maneuver.) If you succeed on this check, you take an item (a wallet or purse, dagger, wand, etc) as if you had succeeded on a Steal combat maneuver against them.

Just as with the Steal combat maneuver, you may only attempt to pilfer an object which is loosely attached (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) or fastened (such as cloaks, sheathed weapons, or pouches) to the target. Items which are closely worn (such as armor, backpacks, boots, clothing, or rings), or being wielded/held in the target's hands may not be stolen with pick pockets.

Action Required:

Standard action

DC of Check:

Opposed by the target's Perception check.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Loosely Attached: Attempting to pick an item which is only loosely attached to the target (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) do not alter the DC.
  • Fastened: Attempting to pick an item which is fastened to the target (such as cloaks, sheathed weapons, or pouches) increase the DC by +5.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
  • Too Many Eyes: For each non-friendly creature who can see you (not including the target), the DC is increased by +1.
  • Light Weapons and Bucklers: Attempting to plant a light weapon and/or a buckler (or something of comparable size) increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to plant a one-handed weapon and/or a light shield (or something of comparable size) increases the DC by +15.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You successfully take the object from the target without their notice.

Consequences of Failure

If you fail by 4 or less, you are unable to take the item, but the target isn't sure that you were trying to rob them. They become alert (see modifiers, above) to any future attempts.

If you fail by 5 or more, or roll a natural 1 on the die, you successfully steal the object, but are noticed by the target. You are caught red-handed!

Retry Allowed?

If the target remains unaware of your intentions, you may try again next round.

Provokes AOO?

No

BAM! Face Stab!

You can use sleight of hand to draw a light weapon and attack a single adjacent creature as a standard action. While anyone can draw a weapon, you can draw one in such a way that the target doesn't suspect you are about to attack. You're just in the middle of an anecdote about your dotty Aunt Hildegarde, and how she loves to tell stories about the adventures of her houseplants, when BAM!, you stab the guy in the face!

Once you declare you are using BAM! Face Stab!, the GM rolls the target's Perception check to set your DC, and then applies any relevant modifiers. You then make your sleight of hand check to see if you succeed in surprising the target. If successful, the attack is resolved as a surprise round. A surprised opponent is usually flat-footed until they can act (which is usually in the first full round of combat).

Action Required:

Standard action

DC of Check:

the target's Perception result

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

The standard action is made as your action during the surprise round, granting you a single attack with the light weapon you drew against the target's flat-footed AC (unless the target has some ability like Uncanny Dodge, preventing flat-footed).

Consequences of Failure

The target saw the threat before you could make your move. Roll initiative and resolve the combat without a surprise round.

Retry Allowed?

No

Provokes AOO?

No

Quick Swap

You can use sleight of hand to hold two small items in one hand at the same time (e.g. dagger plus a potion, two alchemical items, careen plus siangham, etc). You may choose which item to use each round without dropping the other item. The item you are not using provides no benefit, exactly as if it is in storage on your person. You may only do this with one hand at a time, and never with more than two items.

The exact definition of what constitutes a small item is up to the GM, but generally includes any potion or alchemical item, or any weapon with the Concealable quality. Light weapons and bucklers are possible, but slightly more difficult. You may even attempt to use quick swap with one-handed weapons, or a light shield, at an increased DC (see modifiers, below). You may not attempt quick swap with 2-handed weapons, heavy shields, or other bulky items.

Action Required:

Swift action each round to either swap between items, or maintain your grip on both items while using one. (I.e. you must spend a swift action and make a check each round you attempt this, even if you don't swap.)

DC of Check:

25

Modifiers to Check
  • Light Weapons and Bucklers: Attempting to include a light weapon and/or a buckler among the two items being held/swapped increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to include a one-handed weapon and/or a light shield among the two items being held/swapped increases the DC by +15.
  • Quicker Maintenance: If you don't want to swap between items this round, you can attempt to maintain your grip on both items as a free action (instead of a swift action), but the DC increases by +25.
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You swap between the two held items, allowing the use of the now-readied item. You continue to hold the second item in your hand.

Consequences of Failure

If you fail by 4 or less, you are simply unable to swap between the two items this round.

If you fail by 5 or more, or roll a natural 1 on the die, you drop the item you were switching to. It falls into your space (and can be retrieved with a move action, or as part of a move action). Breakable objects, such as potions and alchemical fire do not have a chance to break from this failure. (Having to pick it back up is mean enough.)

In all cases, failure means you may only use the item which was previously readied in that hand.

Retry Allowed?

Assuming you didn't drop the second item, you may try again next round.

Provokes AOO?

No

Plant Object

You can use sleight of hand to hide a small object on someone else, as long as they are within your reach. Sleight of hand does not allow you to camouflage an unattended object in place (that is the domain of Disguise).

The exact definition of what constitutes a small item is up to the GM, but generally includes any potion or alchemical item, or any weapon with the Concealable quality. Light weapons and bucklers are possible, but slightly more difficult. You may even attempt to plant one-handed weapons, or a light shield, at an increased DC (see modifiers, below). You may not attempt plant object with 2-handed weapons, heavy shields, or comparably bulky items.

Action Required:

Standard action

DC of Check:

Opposed by the target's Perception check

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
  • Too Many Eyes: For each non-friendly creature who can see you (not including the target), the DC is increased by +1.
  • Baggy Clothes: If the target is wearing a cloak or baggy clothing, suitable for stuffing loot into, the DC is reduced by -2.
  • Light Weapons and Bucklers: Attempting to plant a light weapon and/or a buckler (or something of comparable size) increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to plant a one-handed weapon and/or a light shield (or something of comparable size) increases the DC by +15.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You are able to place the item inside the clothing, backpack, bag, or other storage of the target creature, strongly implying the object belongs to them.

Consequences of Failure

You are able to place the item inside the clothing, backpack, bag, or other storage of the target creature, strongly implying the object belongs to them. However, the target notices you doing so.

Retry Allowed?

No

Provokes AOO?

No

Magic Tricks (Epic)

It is possible to make a small object 'dance' and move about in your grasp and even at a small distance away with a sufficiently high sleight of hand skill roll. You can also pull seemingly linked rings apart, pick the right card from a deck of playing cards, or pull a live dove out of your hat. These are all feats of actual magic, albeit minor, which cannot be done within the confines of an anti-magic zone.

Successfully performing magic tricks can entertain a small audience, or serve as a distraction for the rest of your party, as the situation requires.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Typically several minutes or longer, but at minimum a standard action.

DC of Check:
  • Small Crowd: Average DC against the creature with the lowest CR in the audience, with a +1 modifier for every other person you wish to entertain.
  • Moderate Crowd: You may choose to start with a Hard DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 10 people in the crowd.
  • Large Crowd: You may choose to start with a Hard DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 100 people in the crowd.
  • Massive Crowd: You may choose to start with a Impossible DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 1,000 people in the crowd.
Modifiers to Check
  • Quality of the Crowd: the kind of crowd you are playing to affects your performance DC:
Type of Crowd Description DC Modifier
Hostile Crowd would rather fight or do anything else than be entertained +10
Rowdy Crowd is drunk, prone to heckling, not really interested in what you're selling +5
Indifferent Crowd didn't really come here to be entertained, but doesn't hate the idea 0
Warmed-Up A previous performer or some other event has gotten the crowd in the mood to be entertained -5
Eager The crowd is looking forward to your show, and came here just to see it -10
  • Venue: Some venues are better suited to performing in front of large crowds than others. If the people in the back can't hear or see you, it will be much harder to impress them.
Venue Description DC Modifier
Terrible This place was never designed for performances, and its design actively inhibits success +10
Bad Numerous pockets and 'dead zones' prevent sections of the audience from appreciating your art +5
Average Designed for performances, probably has a stage 0
Enhanced Uses low-level magic to boost sound or improve sight lines -5
Legendary Magically ensorcelled such that each member of the audience can see and hear you as though you are right next to them. -10
  • Complexity: You can deliberately choose to perform magic tricks which are very difficult, in order to demonstrate your talent to your audience. You may increase the DC by up to +20 prior to making your check to reflect the difficulty of your chosen act.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You improve the general mood of your audience. This can have any number of effects, but generally grants a circumstance bonus to interact with your audience for the next hour or so. Audience members are more inclined to buy you drinks, share gossip, or relate information to you, to get to know you better or get into your good graces. After an hour, the 'high' of the performance wears off, and this benefit is lost.

GM's are encouraged to grant a circumstance bonus to interaction rolls, which should vary from +1 to +5 for opposed checks, or as high as +10 or even +20 for checks vs. flat DC's. The quality of the performance, and how well the performance fits within the culture and general preferences of the crowd should factor into the bonus granted.

Consequences of Failure

The crowd is unimpressed with your show. You gain no benefits from the performance, and likely suffer some rather hurtful heckling.

Retry Allowed?

No. You must wait at least 24 hours before attempting to perform in front of the same (or mostly the same) crowd.

Provokes AOO?

Yes

Obfuscate Ability (Epic)

It is possible to make a Sleight of Hand roll to conceal the use of class abilities or skills. For example, the Paladin's Lay on Hands ability can be used with no one noticing if you make a Sleight of Hands roll against observer's Perception rolls, modified by -20, and as below. This use of Sleight of Hand can be used on many skill rolls as well, such as to conceal the use of Barter rolls to determine magical items, Heal rolls to cure ailments or heaven forbid, inflict torments, and perhaps most useful of all, to conceal Escape Artist rolls to get out of bonds while people are watching you.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:
DC of Check:
Modifiers to Check
  • Distractions: If there is something to distract your target for an Untrained Sleight of Hand check, you receive a bonus to your Sleight of Hand check. If you attempt the check in a moving crowd, you receive a +2 modifier on your roll. If you attempt the check while they are in a conversation with someone not yourself, you receive a +2 modifier on your roll. If you attempt the check while you have an accomplice deliberately making an obvious distraction (such as pushing over a display stand, or shouting loudly) you receive a +5 modifier on the roll.
  • Suspicious: If you are attempting a check on someone who is suspicious of your motives, you receive a -2 modifier on your roll.
  • Alert: If you are attempting the check on someone who is alert to trouble, such as an alert guard, you receive a -2 modifier on your roll.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, you receive a modifier. Some examples are: Sitting down, -2, standing behind a counter, -4, sitting at a table or desk, -5, behind a peephole or murder hole, -20.
  • Too Many Eyes: For each additional creature who can see you, and who is an ally of your intended target, you receive a -1 modifier on your skill check.
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?
Provokes AOO?

Apparently Mundane Item (Epic)

It is possible to make a Sleight of Hand roll to conceal the fact that a magic item you are wielding is in fact magical at all. The DC increases by +20 for small items like implements, wands, daggers, coins, rings, brooches, etc. The DC increases by +25 for one-handed items, like rods, staves, longswords, and the like, and by +30 for larger two-handed items like greatswords. You can't use this on anything too big to wield, so you can't make your enchanted flying ship, or magic carpet, look non-magical. In addition to this modifier, the roll is modified by the modifiers below.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:
DC of Check:
Modifiers to Check
  • Distractions: If there is something to distract your target for an Untrained Sleight of Hand check, you receive a bonus to your Sleight of Hand check. If you attempt the check in a moving crowd, you receive a +2 modifier on your roll. If you attempt the check while they are in a conversation with someone not yourself, you receive a +2 modifier on your roll. If you attempt the check while you have an accomplice deliberately making an obvious distraction (such as pushing over a display stand, or shouting loudly) you receive a +5 modifier on the roll.
  • Suspicious: If you are attempting a check on someone who is suspicious of your motives, you receive a -2 modifier on your roll.
  • Alert: If you are attempting the check on someone who is alert to trouble, such as an alert guard, you receive a -2 modifier on your roll.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, you receive a modifier. Some examples are: Sitting down, -2, standing behind a counter, -4, sitting at a table or desk, -5, behind a peephole or murder hole, -20.
  • Too Many Eyes: For each additional creature who can see you, and who is an ally of your intended target, you receive a -1 modifier on your skill check.
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?
Provokes AOO?