Picking locks.
Ability Score(s): Precision
Usage: Picking locks, and this can also be used to disable mechanical traps.
Pick Lock
In order to pick a lock you must make a check against the lock's DC. Picking a lock takes 2d6 minutes, and if you bypass the DC by 5 or more you decrease the time by 2 minutes (to a minimum of 4 rounds).
If you fail this check by 5 or more you break your lockpick. If you fail the check by 10 or more you break your lockpick as well as jamming the lock unintentionally.
Traps
Attempting to disable a mechanical trap you make a check against the Disable DC listed on the trap. Disable DCs are meant specifically for Lockpicking checks.
Failing the Disable DC by 5 or more you break your lockpick. If you fail the check by 10 or more you break your lockpick and set off the trap.
Jam Lock
This can be done to locks in order to thwart those trying to pick the lock; however doing so makes it so force must be used later to open it. Jamming the lock intentionally is a DC 30 check and makes it so picking the lock becomes impossible, and the door or contraption must be broken to be unlocked.