General Skill Feats
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Thievery Training (Int 12) - Become trained in Thievery.
- Thievery Training (Int 12) - Become trained in Thievery.
1st Level Thievery Feats (Req Trained in Thievery)
- Concealing Legerdemain - Conceal an Object using Stealth instead of Thievery.
- Pickpocket - Steal or Palm an Object more effectively.
- Subtle Theft - Your thefts are harder to notice.
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)
- Quick Unlock - Pick a Lock with one action.
Thievery Training (Feat 1)
General
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Skill
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Prerequisites Intelligence 12
You become Trained in Thievery.
Concealing Legerdemain (Feat 1)
General
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Skill
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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
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Skill
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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
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Skill
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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
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Skill
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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
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Skill
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Prerequisites Master in Thievery
You can Pick a Lock using 1 action instead of 2.
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