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THIEVERY

DEXTERITY SKILL

You are trained in a particular set of skills favored by thieves and miscreants.

TABLE 1: THIEVERY ACTIONS
Actions Proficiency Summary
Palm an Object Untrained 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.
Steal Untrained You try to take a small object from another creature without being noticed.
Disable a Device Trained This action allows you to disarm a trap or another complex device.
Pick a Lock Trained 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).
TABLE 2: THIEVERY FEATS
Untrained in Thievery Level Benefits
Skill Training 1 You become trained in the skill of your choice.
Trained in Thievery Level Benefits
Assurance 1 Even in the worst circumstances, you can perform basic tasks.
Concealing LegerdemainAPG 1 Rather than hide an object somewhere the inspectors won’t search, you’re skilled at keeping the object on the move so it’s never where they look.
Pickpocket 1 You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty.
Subtle Theft 1 When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft.
Expert in Thievery Level Benefits
Wary Disarmament 2 If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap.
Tumbling TheftLOF 7 You reach for an opponent’s item as you move past a foe.
Master in Thievery Level Benefits
Quick Unlock 7 You can Pick a Lock using 1 action instead of 2.
Legendary in Thievery Level Benefits
Legendary Thief 15 Your ability to Steal defies belief.