Class Features

Lockpicking

Description


Rogues possess the Lock-Picking class feature, making them adept at bypassing locked doors, chests, or other secured mechanisms by using their precision and finesse. A Rogue must also possess lock-picking tools in order to attempt this action.

When attempting to pick any lock, a Rogue applies the Lock-Picking Bonus to their Dexterity Ability Roll instead of relying on the Thievery skill. Refer to the following table when attempting to pick any lock:

Rogue level Bonus Dice Rolled
1-2 +1
3-6 +2
7-9 +3

This roll is compared against the difficulty level of the lock (set by the GM) and resolved in the same manner as an Ability Roll. Refer to the following table to determine the Target Number:

Difficulty Target
Routine Automatic Success
Easy 2+
Ordinary 3+
Moderate 4+
Hard 5+
Extreme 6
Overwhelming 6 (x 2)
Improbable 6 (x 3)

Note: 6 (x 2) means the player must roll at least two sixes in order to succeed. Likewise, 6 (x 3) requires three sixes.


If any die meets or exceeds the required Target Number, the lock-picking attempt succeeds. If the attempt fails, the outcome may vary depending upon the situation or GM discretion.


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