MSRD:Sleight of Hand (Skill)
This material is published under the OGL 1.0a. |
Sleight of Hand (Dex; Trained Only; Armor Penalty)
Check: A check against DC 10 lets a character palm a coin-sized, unattended object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is concentrating on noticing what the character is doing.
When a character performs this skill under close observation, the character’s skill check is opposed by the observer’s Spot check. The observer’s check doesn’t prevent the character from performing the action, just from doing it unnoticed.
When a character tries to take something from another person, the character’s opponent makes a Spot check to detect the attempt. To obtain the object, the character must get a result of 20 or higher, regardless of the opponent’s check result. The opponent detects the attempt if his or her check result beats the character’s check result, whether the character takes the object or not.
A character can use Sleight of Hand to conceal a small weapon or object on his or her body.
Try Again?: A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a DC 10 higher than the first check if the first check failed or if the attempt was noticed.
Special: A character can take 10 when making a Sleight of Hand check, but can’t take 20.
A character can make an untrained Sleight of Hand check to conceal a weapon or object, but must always take 10.
A character with the Nimble feat and at least 1 rank in this skill gets a +2 bonus on all Sleight of Hand checks.
Time: A Sleight of Hand check is an attack action.
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