Carrion Crown - Home Campaign
The deft of your hands and your ability to disable traps, pick locks, pickpocket and hide things on one’s person is covered by this skill.
When disarming a trap or other device, the Disable Device check is made secretly, so that you don’t necessarily know whether you’ve succeeded.
The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.
If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.
You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use
|Simple||1 round||10||Jam a lock|
|Tricky||1d4 rounds||15||Sabotage a wagon wheel|
|Difficult||2d4 rounds||20||Disarm a trap, reset a trap|
|Extreme||2d4 rounds||25||Disarm a complex trap, cleverly sabotage a clockwork device|
If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Without a set of thieves’ tools the DC is increased by 10.
A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. 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.
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.
Table: Sleight of Hand Skill DC’s
|10||Palm a coin-sized object, make a coin disappear|
|20||Lift a small object from a person|
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.
Drawing a hidden weapon is a standard action and doesn’t provoke an attack of opportunity.
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.
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.
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.
|Identify Rogue and Ninja levels||Creature Identification DC + 5|
|Uncovering the originals or make of a lock or device||DM Discretion|
Areas of Knowledge: Known thieves, underworld, underhandedness, illegal operations.