Thievery

Untrained Actions

Palm Object (Dex)

Handle an accessible and unattended object within reach without being noticed, either hiding it from sight, lifting it off another creature, or even placing it on another creature. The check is made against any observer's Perception DC. The object generally must fit into your hand (four size categories smaller than yours, e.g. a fine object for a medium creature each size larger increases the DC by 5. The object must weigh less than a number of pounds equal to 1 + your Strength modifier; each pound of weight after that limit increases the DC by 2. You cannot use this action in combat until you are Trained in Thievery.

Action: 1 standard provoke action.

Retry? Yes, but after an initial failure, a second palm object attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.

Synergy: Deception.

Proficiency:

Trained: You can attempt to palm an object as a simple action. You can use the palm object in combat as an attack maneuver. The same conditions that increases the Perception DC also increases the target's touch DV. Your result is also checked against the target's Perception DC to see if he noticed your palming.

Expert: You no longer provoke when palming an object. The size of the object you can palm increases by 1 size category before the DC increases.

Master: You can attempt to palm an object as a free action a number of times per turn equal to your Dexterity bonus. The size of the object you can palm increases by an additional size category from expert before the DC increases.

Legendary: The size of the object you can palm increases by an additional size category from master before the DC increases.

Trained Actions

Handle Device (Dex)

You take control of a mechanical device, such as a picking/locking a lock or disarming/rearming a trap. The DC is set by the device, often based on its quality or the skill of the person who crafted it. The device cannot be magical in nature.

Action: A number of greater provoke actions equal to 1 + 1 per 5 above DC 10 of the target device.

Synergy: Craft.

Proficiency:

Expert: The number of actions required to handle device changes to 1 per 10 above DC 10. For every success degree, the number of actions needed is reduced by 1 (down to a simple provoke action).

Master: You can use handle device on devices that are magical in nature. For every success degree, the number of actions needed is reduced by 2 (down to a simple provoke action).

Legendary: For every success degree, the number of actions needed is reduced by 3 (down to a simple provoke action)


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