Sleight of Hand

Sleight of Hand (Dex)

Trained Only; Armor Check Penalty

You can lift a purse and hide it on your person, palm an unattended object, or perform some feat of adroitness with an object no larger than a hat or a loaf of bread.

Check: A check against DC 10 lets you palm a coin-sized, unattended object. Minor feats of sleight of hand, such as making a coin disappear, are also DC 10 unless an observer is concentrating on noticing where the item went.

When performing this skill under close observation, your skill check is opposed by the observer’s Spot check. The observer’s check doesn’t prevent you from performing the action, just from doing it unnoticed.

When you try to take something from another person, your opponent makes a Spot check to detect the attempt. To attain the item, you must get a result of 20 or higher, regardless of the opponent’s check result. The opponent detects the attempt if her check result beats your check result, whether or not you take the item.

Drop: You can also use Sleight of Hand to place an object on someone without anyone noticing (such as putting a blaster on a table under a napkin, or putting a sedative into someone’s drink). The target makes a Spot check to detect the attempt. To drop the item, you must get a check result of 20 or higher, regardless of the opponent’s check result. The opponent detects the drop attempt if his check result beats your check result, whether or not you drop the item.

Conceal Weapon or Item: This application of the Sleight of Hand skill can be performed untrained. It allows you to conceal a Medium-size or smaller weapon, or any other item of similar size (such as a datapad or code cylinder), on your body. To conceal a weapon or other object, make a Sleight of Hand check. If you are not rushed or under unusual constraints, you may take 10. The object’s size applies a modifier to the check result: Fine +12, Diminutive +8, Tiny +4, Small +0, Medium-size -4.

Other characters may casually notice a concealed weapon with a successful Spot check (DC = the Sleight of Hand check result). Characters actively searching for concealed weapons make a Search check instead, with a +4 circumstance bonus for the hands-on act of frisking the target.

Retry: 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 skill check if the first check failed or if the attempt was noticed.

Special: You can take 10 when making a Sleight of Hand check but you can’t take 20.

A character with the Card Shark Feat and at least 1 rank in this skill gets a +2 aptitude bonus on Sleight of Hand checks.

A character with the Nimble Feat and at least 1 rank in this skill gets a +2 aptitude bonus on Sleight of Hand checks.

Time: Sleight of Hand is an attack action.