Fun Things You Can Do With Sleight of Hand?


Advice


I have this urge to make a sleight of hand specialist (best pickpocket in the world!!!) and obviously that skill, stealth and a couple other skills will need to be jacked up. But it had me wondering the following.

What are some fun things you could do with sleight of hand?

What I have so far:

1) - Pickpocket (obviously)

2) - Reverse Pickpocket (Stowing something on a person's person.)

3) - Grab Profession and become a street performer / non-magical magician

4) - Replace one item for another on a person (Not sure if possible, but basically replace their sword with a banana)

5) - Hide things on yourself

That's about all I have so far. Is there any other creative thing one can do with sleight of hand? Feats that make it interesting? Or is that all?


Well for role playing purposes you can sort of play it like bat woman, where whenever your character has a conversation with a victim, by the end, his fancy dagger, money pouch, etc are all missing and by the time the victim realizes it, the thief is out of site


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I like that. Also sort of gives me the idea for someone who's just extremely curious and playful.

"Ooooh. What's this?"
"T-that's my belt. But how did you--"
"I like it. What is it meant to do?"
"Hold up my--" *Looks down to find his pants around his ankles*
"Really? How useful! ...Can I have it?"

Of course I'd have to figure out how best to not annoy the party members with it if I ever did something like this.

RPG Superstar Season 9 Top 16

4) Pranksters are the Smoke Knights of Golarion.


Petty Alchemist said wrote:
4) Pranksters are the Smoke Knights of Golarion.

That is a thing of beauty. Although I've never played a bard and never really wanted to, this is something that a would be amazing for a slight of hand specialist and maybe even build partially around. A thing of fun and beauty.


You could grab someone's ass and make it look like it was someone else.


#4 is technically a disarm if they're holding the sword.


Slipping Something Nasty into a drink

Cheating at cards

With class features/talents - rogue unless specified:

Concealing a light blade and appearing to be unarmed until you attack...and then vanishing it again

Disguising the somatic components of spell casting (Sandman bard)

Disarming an opponent in combat instead of making a combat maneuver check

'Oh look I happen to have exactly what we need!' (Well-prepared feat)


Petty Alchemy wrote:
4) Pranksters are the Smoke Knights of Golarion.

I loled at their "mock" ability.

Sort of reminds me of how in 4.0 the bard can mock enemies to death. "Oh, that's a nice sword you got there, where'd you get it? A commoner?" *enemy takes 7 damage from the mocking.*
*Enemy falls unconscious.*
"Oh, haha! Your face looks even stupider when you're unconscious!"
*enemy takes 5 damage from the insult.*
*Enemy dies.*

Ahh, gnomes.


A lot of fun stuff everyone. Thanks for the ideas.

Grand Lodge

Always wanted to be a Kender. The curious hands and absentminded "Borrowing".


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Sleight of Hand

Cutpurse (Archetype)
Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target's Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target's Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

Stab and Grab (Ex): At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability replaces trap sense.

A) Rogue Talents
Deft Palm (Ex): A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.

Underhanded* (Ex): A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn't know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Weapon Snatcher (Ex): A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

B) Ninja Tricks
Hidden Weapons (Ex): A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action

C) Abilities that Compliment the Sleight of Hand:

Bandit (Archetype)
Ambush (Ex): At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.

Hide in Plain Sight (Ex): A rogue with this talent can select a single terrain from the ranger's favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed. A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Convincing Lie (Ex): When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the rogue's Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the rogue's, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the rogue's level + the rogue's Charisma modifier.

Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.

Rhetorical Flourish
You rapidly change topics and employ confusing rhetoric to distract people from your true intent.

Prerequisites: Cha 13, Persuasive.
Benefit: When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a –2 penalty on your next Diplomacy check against that creature.
Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a –4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat's normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.

Disarming Threat Deed (Panache)
Even your threats are curiously charming.

Prerequisite(s): Amateur Swashbuckler or panache class feature; Diplomacy 2 ranks, Intimidate 2 ranks.
Benefit: When you succeed at an Intimidate check to force an opponent to act friendly toward you, you can spend 1 panache point to cause the target to regard you with indifference when the duration of the effect expires. A target influenced in this manner is unlikely to report you to authorities.
Normal: An opponent forced to act friendly toward you by Intimidate becomes unfriendly when the duration expires, and is likely to report you to the authorities.

As well as the
Shadowdancer
&
Assassin
&
Arcane Trickster


Is there any way more ways to use Sleight of Hand, via feats, such as using a particular skill/feat then transitioning to Sleight of Hand?


Dawnflower Dissidents can use it to hide their spellcasting.

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