Sleight of Hand

This skill allows you to; pick people's pockets, plant items, draw/hide weapons, perform a number of tricks & slights, and take a variety of actions without being noticed.
  • Special: You may take 10 on Sleight of Hand checks (unless rushed or threatened), but not take 20.

Common Uses for Sleight of Hand Skill

*Skill uses marked by * can only be attempted if trained in the skill.*  

Conceal Small Item

As a Standard Action, you can use a Sleight of Hand check to help you quickly hide an item while you are being observed. A successful check against the target's Perception Check allows you to hide the item on or near your person while the target is aware of you. If you make a diversion before this check you grant yourself Advantage on this check. The concealed object must be at least one size smaller than you, and you get a modifier on your skill check based on the object's relative size:  

Relative Size To Character Modifier

  • One size smaller -5
  • Two sizes smaller +0
  • Three sizes smaller 5
  • Four or more sizes smaller +10
A character gains a +10 circumstance bonus on their Perception check if they are physically touching you to search for concealed items; this requires a Full-Round Action that can only be performed if you are a willing, Pinned, or Helpless target.
  • Drawing a Concealed Item is a Standard Action.

Drop

You can use Stealth to deposit a small concealed item without attracting notice, such as slipping a drug into a drink or planting a bug on a person's clothes. Any observer that beats your Stealth check with a Perception check notices the Drop.

*Catch Item*

Whenever you successfully Disarm your opponent, you can make a DC 25 Sleight of Hand check as a Free Action. If the check succeeds, you snatch the object from the air. You must have at least one hand free to grab the item.  

*Escape Artist*

You may attempt to escape bonds that you find yourself trapped in. Depending on what you're bound by your DC will change; ropes, DC 25; manacles, DC 35; or binder cuffs, DC 45.  

*Pick Pocket*

With a successful Stealth check as a Standard Action, you can pilfer a small, hand-sized object from a target within reach. Your Stealth check is opposed by the target's Perception check, and the target gains a +5 bonus.   If you fail by 4 or less, you are unable to take the item, but the target does not notice the effort. If you fail by 5 or more, you are unable to take the item and the target catches you in the act.

*Sleight of Hand*

As a Standard Action, you can palm hand-sized objects, perform minor feats of legerdemain, or attempt to perform a minor action without being noticed (such as flipping a switch, pulling out a Thermal Detonator, or drawing a pistol under the cover of a table).   All such efforts are opposed by observers' Perception check. Any observer that beats your Stealth check notices the action you attempted, and knows how you did it.

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