Thievery (Dex)
Pathfinder Core Rulebook (Second Edition), page 253
You are trained in a particular set of skills favored by thieves and miscreants.
Palm an Object ◆
Traits: manipulate
Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
Success The creature does not notice you Palming the Object.
Failure The creature notices you Palming the Object, and the GM determines the creature’s response.
Steal ◆
Traits: manipulate
You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted.
Success You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
Failure The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Thievery Trained Actions
Disable a Device ◆◆
Traits: manipulate
Requirements Some devices require you to use thieves’ tools (page 291) when disabling them.
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines how much progress you make.
Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a complex device.
Critical Failure You trigger the device.
Pick a Lock ◆◆
Traits: manipulate
Requirements You have thieves’ tools (page 291).
Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found on page 290). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock.
Critical Success You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.
Success You open the lock, or you achieve one success toward opening a complex lock.
Critical Failure You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves’ tools).
Chapter 5: Feats
All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.
For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter. Each time you gain a general feat, you can select any feat with the general trait whose prerequisites you satisfy.
General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills. These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you can’t select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite.
Level
Prerequisites
Benefits
Adopted Ancestry
1
—Gain access to ancestry feats from another ancestry
Armor Proficiency
1
—
Become trained in a type of armorBreath Control
1
—Hold your breath longer and gain benefits against inhaled threats
Canny Acumen
1
—Become an expert in a saving throw or Perception
Diehard
1
—
Die at dying 5, rather than dying 4Fast Recovery
1
Constitution 14Regain more HP from rest, recover faster from disease and poisons
Feather Step
1
Dexterity 14
Step into difficult terrainFleet
1
—
Increase your Speed by 5 feetIncredible Initiative
1
—
+2 to initiative rollsRide
1
—Automatically succeed at commanding your mount to move
Shield Block
1
—
Ward off a blow with your shieldToughness
1
—Increase your maximum HP and reduce the DCs of recovery checks
Weapon Proficiency
1
—
Become trained in a weapon typeAncestral Paragon
3
—
Gain a 1st-level ancestry featUntrained Improvisation
3
—
Become more adept at using untrained skillsExpeditious Search
7
Master Perception
Search areas in half the timeIncredible Investiture
11
Charisma 16
Invest up to 12 magic items
Level
Prerequisites
Benefits
Assurance
1
Trained in at least one skill
Receive a fixed result on a skill checkDubious Knowledge
1
Trained in Recall Knowledge skillLearn true and erroneous knowledge on failed check
Quick Identification
1Trained in Arcana, Nature, Occultism, Identify Magic in 1 minute or less
or Religion
Recognize Spell
1Trained in Arcana, Nature, Occultism, Identify a spell as a reaction as it’s being cast
or Religion
Skill Training
1
Intelligence 12
Become trained in a skillTrick Magic Item
1Trained in Arcana, Nature, Occultism, Activate a magic item you normally can’t activate
or Religion
Automatic Knowledge
2
Expert in Recall Knowledge action,
Recall Knowledge as a free action once per day
Assurance in the relevant skill
Magical Shorthand
2Expert in Arcana, Nature, Occultism, Learn spells quickly and at a reduced cost
or Religion
Quick Recognition
7Master in Arcana, Nature, Occultism, Identify spells as a free action
| or Religion; Recognize Spell | |||
|---|---|---|---|
| Acrobatics Skill Feats | Level | Prerequisites | Benefits |
Cat Fall
1
Trained in Acrobatics
Treat falls as shorter than they are
