Sleight of Hand
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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: |
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Modifiers to Check |
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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 |
|
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 |
|
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |