Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door.
If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay of these items normally.
Traits:
Successful Shirker (Halfling)
Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer's ire and attention, the better to spend time on your own interests.
Benefit: You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Without a Past
You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them.
Benefit: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.