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==SLEIGHT OF HAND== DEX, MANIPULATION, TRAINED ONLY You can perform feats of legerdemain such as picking pockets, palming small objects (making them seem to disappear), and so forth. Check: A check against DC 10 lets you palm a coin-sized object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is concentrating on noticing what you are doing. When you perform this skill under close observation, your check is opposed by the observer’s Notice check. The observer’s check doesn’t prevent you from performing the action, just from doing it unnoticed. • Thievery: When you try to take something from another person, your opponent makes a Notice check. To obtain the object, you must get a result of 20 or higher, regardless of the opponent’s check result. The opponent noticed the attempt if his check result beats your check result, whether you take the object or not. • Planting: You can make a Sleight of Hand check to plant a small object on someone, slip something into their pocket, drop something into their drink, and so forth. To plant the object, you must get a result of 20 or higher, regardless of the opponent’s check result. The opponent noticed the attempt if his check result beats your check result, whether you plant the object or not. • Concealment: You can use Sleight of Hand to conceal a small item, making your check result the DC of a Search check to find it. Try Again: 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 check if the first check failed or was noticed. Action: A Sleight of Hand check is a standard action. Special: You can make an untrained Sleight of Hand check to conceal something, but must always take 10 when doing so, so you can’t do it while under stress.
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