Legendary Games just shared: “Corefinder Design Digest #67: Sleight-ly More! “

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Legerdemain (Move; DC 10)

You perform a minor feat of legerdemain, such as making a coin disappear, drawing an item and palming it, palming an unattended object, or discretely stowing an item you already had in hand. You can perform most use actions subtly this way. When you use this skill under close observation, each observer notices where the object went unless your Sleight of Hand check succeeds against a DC of 11 + observer’s Perception modifier.

Critical Success: You can conceal the item on your body as part of the same action, making a new Sleight of Hand check.

Failure: You recognize your efforts are too clumsy. You can either complete the action in an obvious manner or stop before carrying through and use Bluff to pretend you weren’t going to interact with the item.

Critical Failure: You manipulate the object in an obvious manner.

Lift Item (Standard; DC 10 + target’s Perception modifier)

You take something from a creature who isn’t both hostile and observing you. If you don’t stow it, perform legerdemain to palm it, or otherwise put the item out of sight, observers generally see you have the item at the end of your turn.

Critical Success: You can stow the item as part of the same action.

Failure: You are spotted unusually close to the creature. You can use Bluff to brush off suspicion.

Critical Failure: You are caught obviously trying to take the item.

Plant Item (Standard; DC 10 + target’s Perception modifier; Trained only)

You deposit something on a creature who isn’t both hostile and observing you. The item must be one that the creature could carry without noticing its weight or size among its other possessions, like something that would fit in a belt pouch.

Critical Success: You can also conceal the item on the target as part of the same action, attempting a new Sleight of Hand check to determine the Perception DC to notice it.

Failure: You are spotted with the item before reaching for the target. You can use Bluff to brush off suspicion.

Critical Failure: You are caught obviously trying to plant the item.

Entertain (Full; DC 10 + target’s Will modifier + target’s attitude modifier; Trained only)

You can hold an audience’s attention with impressive displays of legerdemain. You can entertain any number of creatures who can see you clearly within 60 feet (or at longer ranges in advantageous surroundings such as on stage in a theater). You can’t entertain creatures in combat. Creatures you successfully entertain are distracted for as long as you entertain each round, up to 1 minute per point by which you exceeded the DC.

Critical Success: The creature is fascinated instead of distracted.

Failure: The creatures are disinterested by your performance, but might politely watch more often than not if there’s nothing else to do or watch.

Critical Failure: You badly bore your audience or otherwise give them a memorably unpleasant experience. The DC for you to entertain them in the future is increased by 2.

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