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Sleight of Hand

Full rules text, use cases, and edge-case handling for this skill.

Dexterity Trained Only Armor Check Penalty

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 disappear10
Lift a small object from a person (Opposed Perception)Opposed
Pick a pocket (Opposed Perception)Opposed
Conceal a light weapon on your person10
Conceal a small weapon or object15
Draw a hidden weapon without being noticed20

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).