Steal Combat Maneuver and using Sleight of Hand


Homebrew and House Rules


I was wondering if anyone ever thought there should be a rule to allow you to use your Sleight of Hand Skill in place of your CMB when performing a Steal Combat Maneuver. It does seem that it would be a plausible option, but the rules to not state you can. What are your thoughts?

Grand Lodge RPG Superstar 2012 Top 32

Sounds like a suggestion of a houserule, so I'm flagging it to be moved to where you'll get more appropriate traffic. :)

The Exchange

This sounds like the Filcher prestige class for halfings from the Advanced Race Guide.

Quicker than the Eye (Ex): At 2nd level, a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal –20 penalty when attempting to make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a move action instead of the usual standard action. This ability replaces evasion.

The Exchange

I quoted the wrong section.

Filch (Ex): At 4th level, a filcher learns how pluck items off her opponents even in combat. She gains Improved Steal as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If the filcher gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver. This ability replaces uncanny dodge.


It's what immediately struck me when I first read the rule. Not that it's mattered so far IMC. I guess you could run it something like Acrobatics, though I've not run the numbers.

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