Thievery Feats

General Skill Feats


1st Level Thievery Feats (Req Trained in Thievery)

  • Pickpocket - Steal or Palm an Object more effectively.


2nd Level Thievery Feats (Req Expert in Thievery)

  • Wary Disarmament - Bonus to AC or saving throws against devices or traps you trigger while disarming.


7th Level Thievery Feats (Req Master in Thievery)




Thievery Training (Feat 1)

General
Skill

Prerequisites Intelligence 12


You become Trained in Thievery.


Concealing Legerdemain (Feat 1)

General
Skill

Prerequisites Trained in Thievery


Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher's Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.


Pickpocket (Feat 1)

General
Skill

Prerequisites Trained in Thievery


You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Additionally, you can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket (see Rogue), you can do this as a free action when you successfully Shove a target.


Subtle Theft (Feat 1)

General
Skill

Prerequisites Trained in Thievery


When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.


Wary Disarmament (Feat 2)

General
Skill

Prerequisites Expert in Thievery


If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.


Quick Unlock (Feat 7)

General
Skill

Prerequisites Master in Thievery


You can Pick a Lock using 1 action instead of 2.

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