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==[[Open4E:Abilities#Dexterity|Dexterity]] Skills== ===Acrobatics === Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. Your Acrobatics skill check is based on your Dexterity modifier. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield. =====Feat of Agility===== * (At-will move action * basic skill stunt) * Effect: Describe to the DM the action you want to perform, then make an Acrobatics check. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the DM. =====Balance===== * (At-will move action * basic skill utility) * Check: Acrobatics vs. DC based on conditions * Effect: You may move half your speed across a rope, ledge or other narrow or unstable surface. * Failure: You do not make any progress. On a critical failure, you lose your footing and fall. =====Break Fall===== * (At-will immediate reaction * trained skill utility) * Trigger: You would take falling damage * Check: Acrobatics (no DC) Effect: You reduce your falling damage by one fourth of the check result. =====Escape from Grapple or Restraints===== * (At-will standard action * basic skill saving throw) * Save: Acrobatics vs. the restraint’s DC, or vs. the attacker’s original Grapple check value if attempting to break a grapple. * Success: You are no longer grappled or restrained. ===Stealth=== Stealth is used to hide, move silently, and remain unseen. Your Stealth skill check is based on your Dexterity modifier. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield. =====Hide===== * (At-will move action * trained skill stance) * Check: Stealth (no DC) * Effect: While you are in this stance, you count as hidden to anyone whose Spot defense is less than your original check result. * Special: Whenever you move more than 2 squares, all opponents gain a +5 bonus to their Spot defense to notice you until the beginning of your next turn. If you move more than 5 squares, this bonus increases to +10. Any creature which notices you continues to notice you as you move, until you make a new Stealth check. ===Thievery=== Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. Your Thievery skill check is based on your Dexterity modifier. The Thievery skill may incur an armor check penalty if you are wearing armor or a shield, unless the action requires little or no full-body movement. =====Sleight of Hand===== * (At-will standard action * trained skill stunt) * Effect: Describe the sleight of hand trick you attempt to pull off, then make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you, and you provoke an attack of opportunity while performing the action (although in most non-combat situations, your target will likely use the attack of opportunity to perform a grab rather than attacking outright with a weapon). =====Delay Trap===== * (At-will minor action * trained skill utility) * Check: Thievery + 5 vs. the trap’s DC. * Success: The trap becomes disabled until the end of your next turn. * Failure: The trap is still active. On a critical failure, you trigger the trap. =====Disable Trap===== * (At-will standard action * trained skill utility) * Check: Thievery vs. the trap’s DC. * Success: The trap becomes disabled until it resets. * Failure: The trap is still active. On a critical failure, you trigger the trap. =====Pick Lock===== * (At-will standard action * trained skill utility) * Check: Thievery vs. the lock’s DC. * Success: The lock is opened. * Failure: The lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.
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