Thievery
Dexterity-based skill for picking locks, disabling traps, pick-pocketing, and palming objects.
Thievery (Dexterity)
Thievery covers picking locks, disabling traps, picking pockets, and other tasks requiring manual dexterity and criminal skill.
Untrained actions:
- Palm an Object: Quickly and quietly take a small, unattended object without being noticed. Opposed by Perception.
- Steal: Take an object from a person without them noticing. Opposed by Perception. The object must be carried, worn, or held but not firmly secured.
Trained actions:
- Disable a Device: Use thieves' tools to disable a trap or other mechanical device. Requires a Thievery kit (thieves' tools). Critical failure on a trap triggers it.
- Pick a Lock: Use thieves' tools to open a lock without its key. Each check represents 10 seconds of work. Improved or greater tools grant bonuses.
Thieves' Tools: Required for trained actions. Basic tools allow standard attempts; masterwork tools grant a +2 item bonus.
Rogue Synergy: Rogues often train Thievery to Master or Legendary rank and can eventually Disable a Device and Pick a Lock quickly enough to do so mid-combat.
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