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.


Table: Sleight of Hand Skill DCs

DC Task
10 Palm a coin-sized object, make a coin disappear
20 Lift a small object from a person
10 +2x CR of highest level opponent Hold two small items in one hand (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 by making the started difficulty Sleight of Hand check. The item you are not using provides no benefit, exactly as if it is in storage on your person. Failing this check means you drop the item you were switching to and cannot ready the other item until your next round. You may only do this with one hand at a time, and never with more than two items. A buckler, dagger, and potion does not work, for example.


Common Uses

Draw Hidden Weapon

Drawing a hidden weapon is a standard action, requires a successful roll against a DC of 15, and doesn't provoke an attack of opportunity. If you succeed in a Sleight of Hand check against a Challenging DC for a single creature within your reach, you may even attempt to attack them once during this standard action. You must declare you are trying this before you roll the Sleight of Hand check, and if you fail to beat even a DC of 15 (by rolling a 1 on your check, for example), they are still alerted to your nefarious intent. After succeeding on the Sleight of Hand check to draw the hidden weapon, but before your attack roll, your victim is allowed a Perception check against the result of your Sleight of Hand check. If they fail, you catch them off guard, treating them as flat-footed against that attack. Depending upon circumstances, this may occur as an automatic surprise round, or be resolved as an initiating action for a standard combat with no additional surprise round.

Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • Distractions: If there is something to distract your target for a Take Something Unnoticed 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.



Entertain

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. The DC is an Average roll against the creature with the lowest CR in the audience, with a +1 modifier for every other person you wish to entertain. It's always easiest to make the kids laugh first....

Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • Work the Crowd: If you raise the DC of the Sleight of Hand check to a Challenging check for the lowest CR person in the audience, you only take a +1 to the DC for each additional ten people in the crowd. If you raise the DC of the Sleight of Hand check to a Hard check for the lowest CR person in the audience, you only take a +1 to the DC for each additional one hundred people in the crowd. If you raise the DC of the Sleight of Hand check to an Impossible check for the lowest CR person in the audience, you only take a +1 to the DC for each additional one thousand people in the crowd.



Hide Object

A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object and secret it upon your person. Sleight of Hand does NOT allow you to hide an object in your immediate vicinity, that takes Disguise. 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.

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.

Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • Distractions: If there is something to distract your target for a Hide Object 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.


Plant Object

A Challenging Sleight of Hand check against the CR of your intended target lets you palm a coin-sized, unattended object and secret it upon someone elses person, as long as they are within your reach. Sleight of Hand does NOT allow you to hide an object in your immediate vicinity, that takes Disguise. 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.

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 someone else. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking your victim. 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.

Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • Distractions: If there is something to distract your target for a Plant Object 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 Something Unnoticed

If you try to take something from a creature out of combat, you must make a Challenging Sleight of Hand check for their CR. 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. If you fail on this check, you do not get the item you were after. At the same time as you make your Sleight of Hand check, the opponent makes a Perception check to detect the attempt. The DC of this check is the result of the Sleight of Hand check result you achieved when you tried to take 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. During combat you must make a Steal combat maneuver instead.

Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • Distractions: If there is something to distract your target for a Take Something Unnoticed 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.


Action

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 -10 penalty on the check.

  • Retry? Yes, but after an initial failure, a second Sleight of Hand 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.


Untrained

An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.


Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • 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.

Epic Skill Uses

Note: All uses below require a minimum of 21 Ranks in the skill to use.


Animate Held Object

(DC +20) - as if under 'mage hand' cantrip.

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. The base DC to Animate such a tiny object (coin, hankerchief, napkin, ivory comb, wand, dagger, etc) is a +20, which is then modified as below for all observers. If you make the check, they will be extremely interested, serving as a potent distraction as their attention is focused upon you. This is likely to serve as a considerable modifier for other sneaky things done by your allies....


Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • Distractions: If there is something to distract your target for an Animate Object 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.
  • 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.


Conceal Use of Class Ability or Skill Use

(DC +20)

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.


Modifiers

  • Feat: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand skill checks. This bonus increases as you place more ranks in the skill.
  • 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.