Sleight of Hand
Full rules text, use cases, and edge-case handling for this skill.
Description
Sleight of Hand covers picking pockets, palming objects, concealing items on your person, and performing stage magic and prestidigitation. It is the skill of cutpurses, stage magicians, card cheats, and spies who need to move objects without being noticed.
Check
All Sleight of Hand checks are opposed by the target's Perception check.
| Task | DC |
|---|---|
| Palm a coin-sized object, make it disappear | 10 |
| Lift a small object from a person (Opposed Perception) | Opposed |
| Pick a pocket (Opposed Perception) | Opposed |
| Conceal a light weapon on your person | 10 |
| Conceal a small weapon or object | 15 |
| Draw a hidden weapon without being noticed | 20 |
Modifiers
| Condition | Modifier |
|---|---|
| Target is distracted (in combat, occupied) | +4 on your check |
| Object is not on the person (left unattended) | +4 on your check |
| Object is in a secured container (locked pouch) | –2 or more |
| Attempt at normal speed (not slowed) | +0 |
Failure: The target notices the attempt (or an observer calls it out). If you fail by 5 or more, the target (or a bystander) actively notices — treat as caught in the act.
Concealing weapons: A successful Sleight of Hand check (DC 10–20 depending on size) sets the Perception DC for finding a concealed weapon. Anyone searching you must beat your Sleight of Hand result with their Perception check.
Action
A Sleight of Hand check is usually a standard action (picking a pocket, palming an object). Concealing a weapon on your person takes 1 minute. Drawing a hidden weapon uses the normal draw weapon action but requires the additional check.
Try Again
Yes, but after a failed pickpocket attempt the target is on guard — they gain +4 on Perception checks against you for the rest of the encounter. Repeated failures are likely to escalate the situation.
Special
- Armor Check Penalty: Applies to all Sleight of Hand checks.
- Deft Hands (feat): +2 on Sleight of Hand and Disable Device; increases to +4 with 10 or more ranks.
- Bluff synergy: 5 or more ranks in Bluff grant +2 on Sleight of Hand checks.
- Rogue (Pickpocket): Sleight of Hand is a rogue class skill; many rogue archetypes enhance it further.
- Quick Draw (feat): Allows drawing a weapon as a free action — but does not let you conceal the draw. Sleight of Hand is needed if you want to draw without being noticed.
- Mage Hand (spell): Can be used for a touchless theft attempt (+4 DC since you are not adjacent, but removes risk of contact).