
Ability: Dexterity.
Requires Training: Yes.
Classes: All.
Pick Pocket allows a character to remove items from another's backpack.
Check: There are two parts to successfully picking a pocket. First, the item must be acquired. Second, the targeted creature must not notice the theft.
To steal the item, a Sleight of Hand check is made against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties.
The targeted creature then makes an opposed Perception check against the earlier Sleight of Hand result. Hostile PCs get a +10 bonus to their roll. If the targeted creature succeeds at this opposed check, then the target has detected the attempted theft. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has tried to use Pick Pocket against them. If the character is successful at both checks, then he steals the item without being detected.
Special: Only small items can be stolen and will be taken from the victim's coin pouch if available. When a theft has been successful or detected, no further attempts against that victim are possible.
Characters can only activate one Special Ability per round. This includes Demoralize, Feint and Tumble checks, as well as Animal Empathy, Called Shot, Circle Kick, Disarm, Knockdown, Pick Pocket, Reckless Blow, and Shield Bash abilities.
Use: Selected.