Sleight of Hand Skill
General Skills Rules:
• Taking 10: If you are not threatened or distracted you can take 10 on a roll.
• Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
• “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
• “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Sleight of Hand (Dex)(Trained Only)(Armor Check Penalty)
Retries: varies
Requires: standard action
- Disguise spell: hide verbal and somatic components to do so unnoticed, opposed by spot checks, once you’ve failed vs. a foe, future attempts are at -10.
- Performance: you can entertain others with elements of legerdemain and juggling and such.
- Untrained: you can use a simple dex check to duplicate any use with a DC of 10 or lower with the exception of hiding an object or weapon on your body which you can try regardless.
- Palm unattended object DC 10
- Palm object under close observation Vs. spot
- Hide small object/light weapon Vs. spot +4 Grab object from creature DC 20
- Hide dagger +2 vs spot Grab object from creature secretly Vs. spot
- Hide extraordinarily small object +4 vs spot
- Disguise spell Vs spot
- Hiding object on self w/baggy clothing DC +2 vs spot
- Quick Sleight of hand, as free action DC -20
- Disguise spell vs. foe already failed against DC -10 vs. spot
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