|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Pathfinder Unchained
/
Consolidated Skills
Finesse (Dex; Armor Check Penalty; Trained Only)
Source
Pathfinder Unchained pg. 58
Your deft hands allow you to perform tasks that require fine manipulation.
Functions
: Conceal objects on your body, disarm traps or devices, open locks, palm objects, pilfer objects from creatures.
Core Skills
: Disable Device, Sleight of Hand.
Conceal Objects on Your Body
Source
Pathfinder Unchained pg. 58
Hiding a small object on your person (such as a light weapon or easily concealed ranged weapon such as a dart, sling, or hand crossbow) requires a Finesse check opposed by the Perception check of anyone observing or frisking you. You gain a +2 bonus on this check if you’re concealing a dagger. Someone frisking you gains a +4 bonus on this Perception check. The type of item you conceal and the nature of your attire can modify your check. These modifiers are cumulative.
Circumstance
Finesse DC
Dagger
+2
Extraordinarily small object (coin, ring, shuriken)
+4
Heavy or baggy clothing
+2
Action
: Standard, or move at a –20 penalty.
Try Again
: Yes, but a second attempt against the same target increases the DC by 10.
Drawing Weapons
: Drawing a hidden weapon is a standard action that doesn’t provoke attacks of opportunity.
Disarm Traps or Devices
Source
Pathfinder Unchained pg. 58
The GM rolls this type of Finesse check in secret so you don’t know whether you’re successful. If you succeed, you disable the device. If you fail by 4 or less, you don’t disable it, but can try again. If you fail to disable a trap by 5 or more, the trap triggers. If you fail to sabotage a different type of device by 5 or more, you think you succeeded but the device actually functions normally.
You can attempt to leave no trace of your tampering, but this increases the DC by 5. You can rig simple devices (such as saddles and wagon wheels) to function normally and break after some period of time (usually 1d4 rounds or minutes of use).
Device
Time
Finesse DC
Example
Simple
1 round
10
Jam a lock
Tricky
1d4 rounds
15
Sabotage a wagon wheel
Difficult
2d4 rounds
20
Disarm or reset a trap
Extreme
2d4 rounds
25
Disarm a complex trap, cleverly sabotage a clockwork device
Action
: Varies (see table). Beginning or continuing the process of disarming is a full-round action.
Try Again
: Yes, but only if you fail by 4 or less.
Open Locks
Source
Pathfinder Unchained pg. 58
The DC for opening a lock depends on the lock’s quality.
Lock Quality
Finesse DC
Simple
20
Average
25
Good
30
Superior
40
Lacking thieves' tools
+10
Action
: Full-round.
Try Again
: Yes.
Palm Objects
Source
Pathfinder Unchained pg. 58
Performing a minor feat of legerdemain or palming a coin-sized, unattended object requires a successful DC 10 Finesse check. If you’re under close observation, the observer notices your action if it succeeds at an opposed Perception check against your Finesse check.
Action
: Standard, or move at a –20 penalty.
Try Again
: Yes, but a second attempt against the same target increases the DC by 10.
Pilfer Objects from Creatures
Source
Pathfinder Unchained pg. 58
Surreptitiously stealing an item from a creature requires a successful DC 20 Finesse check. The opponent attempts an opposed Perception check against the result of your Finesse check. If she succeeds, she notices your attempt regardless of whether you got the item. You can’t attempt to pilfer an object during combat from a creature that’s aware of your presence.
Action
: Standard, or move at a –20 penalty.
Try Again
: Yes, but a second attempt against the same target increases the DC by 10.