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 |
Dirty Trick
This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent's face, pulling down an enemy's pants around their ankles, or hitting a foe in a sensitive spot.
The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action (unless a feat makes that into a standard action). The normal result is the target takes the hindered condition. | |
Action Required: |
Standard Action |
DC of Check: |
Enemy Creature's Maneuver Defense |
Modifiers to Check |
A Dirty Trick may only be attempted against an adjacent creature. If you have a reach weapon or any other method of extending your combat reach, this does not extend the range of Dirty Trick. |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your combat maneuver result exceeds the target's Maneuver Defense, the target normally gains the hindered condition. The GM may rule there are different results in specific situations, usually based on how hard they are laughing at the player's madcap antics. The Hindered condition usually lasts for 1 round. For every 5 by which your attack exceeds your opponent's Maneuver Defense, the penalty lasts 1 additional round. If the target expends a move action, the condition is cleared, regardless of the remaining duration. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent's Maneuver Defense. Alternatively, the target may spend a standard action to end the condition sooner. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 8th, 15th, 22nd and 29th levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
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Consequences of Failure |
There is no effect, and you often look vaguely foolish. |
Retry Allowed? |
Yes. |
Provokes AOO? |
If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the dirty trick attempt. |
Disarm
A Disarm can be attempted against any creature you threaten. | |
Action Required: |
You can attempt to disarm your opponent in place of a melee attack. |
DC of Check: |
Enemy Creatures Maneuver Defense |
Modifiers to Check |
If you make a Disarm attempt with a secondary melee attack which is at less than your full BAB, your Maneuver Offense is penalized an equal amount for the Disarm attempt. IE, you take a -5 to the Maneuver Offense for your second attack, a -10 for your third attack, etc. |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
|
Consequences of Failure |
There is no effect. |
Retry Allowed? |
Yes. |
Provokes AOO? |
|
Steal
When you make a Steal combat maneuver, you attempt to remove an object from an enemy. This maneuver can be used in melee to steal any item that is neither held nor hidden in a bag or pack.
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Action Required: |
A standard action or in place of a melee attack. |
DC of Check: |
The Maneuver Defense of the enemy creature. |
Modifiers to Check |
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Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If the creature possessed a specific item that is elegible for the Steal maneuver, the player character is no holding that item (subject to weight limits, etc) in their previously empty hand. It may now be treated as all held items, dropped as a free action, stowed away, etc.
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Consequences of Failure |
The Steal maneuver fails and no benefit accrues. |
Retry Allowed? |
Yes |
Provokes AOO? |
Yes.
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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 check 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. This can also be used on many skill checks as well, such as Barter checks to scan an area for the most valuable magical items, Heal checks to assess the health of a creature, and even Escape Artist checks to get out of bindings 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: |
Increases the base time required for the class ability or skill use being performed by 1 step, per the table below:
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DC of Check: |
Increases the DC of the class ability or skill use by +5. If the class ability does not have a listed DC, the DC is instead a Hard DC versus the CR/lvl of the highest level creature affected (including yourself), or the CR of the area, or campaign level, whichever seems most appropriate. In some cases, the GM may rule that the DC is an opposed Perception check by the highest-level non-friendly observer. | ||||||||||||||
Modifiers to Check |
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Take 10? / Take 20? |
If the class ability or skill use which you are trying to hide allows you to take 10, you may do so. You may not take 20. | ||||||||||||||
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have at least 21 ranks in sleight of hand. | ||||||||||||||
Results of Success |
You are able to perform the class ability or skill use without being noticed. | ||||||||||||||
Consequences of Failure |
If you fail by 4 or less, you still succeed in performing the class ability or skill use, but you are observed while doing so. If you fail by 5 or more, or roll a natural 1 on the die, you fail to successfully use the class ability or skill use, and you are observed making the attempt. | ||||||||||||||
Retry Allowed? |
No,though you can retry the class ability or skill use you were trying to hide, if it allows a retry. You just can't try to hide the fact that you are doing so, since you've already been spotted. | ||||||||||||||
Provokes AOO? |
As the class ability or skill use being hidden |
Apparently Mundane Item (Epic)
You can use sleight of hand to conceal the fact that a magic item you are wielding or wearing is, in fact, magical at all. You can't use this on anything too big to wield or wear, so you can't make your enchanted flying ship, or magic carpet, look non-magical. The object you wish to make appear non-magical must be on your person, or being touched by you.
This is a magical ability (classed as an illusion (glamer), for purposes of any feats or abilities which might modify those), and cannot be performed in an area of non-magic, such as an anti-magic zone. You must make this check once per round any time you are being observed, for as long as you wish to maintain the effect. This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Move action |
DC of Check: |
Opposed by the Perception check of the highest-level non-friendly observer |
Modifiers to Check |
|
Take 10? / Take 20? |
You can take 10, but you cannot take 20. |
Allows Assists? |
No |
Results of Success |
You are able to mask the fact that the item is magically enchanted. Observers believe the item to be non-magical. |
Consequences of Failure |
You are unable to make the object appear non-magical. Any observer looking for such things will have a chance of noticing its enchantment. Enchantments are are obvious (such as a flaming sword) will be noticeably magical to anyone who sees them. |
Retry Allowed? |
No |
Provokes AOO? |
No |