👁 PER Skill

Open locked safes, doors, or other mechanical locks

Milestones

Level 3

Quick Pick

You may attempt to pick locks during combat as a Standard ⚡ Action costing 4 ⚡ AP. Additionally, successful 🔏 Lockpick Tests consume 1 fewer bobby pin.

Level 5

Silent Entry

When you successfully pick a lock or disarm a mechanical trap, you may do so silently, leaving no obvious signs of tampering.

Level 7

Locksmith

You may repair, reinforce, re-lock, or secure mechanical locks using 🔏 Lockpick (instead of 🔧 Repair). Secured locks gain +5 Difficulty to force or pick, and creatures attempting to break through suffer Disadvantage on their first attempt.

Additionally, you can now rig locks as traps. When you successfully pick a lock, you may choose to rig it. The next creature that attempts to open the rigged lock without picking it triggers a mechanical trap. Work with the GM to determine the trap effect based on available materials. Rigging a lock requires 1 bobby pin and a successful 🔏 Lockpick Test.

You also gain the ability to assess locks and mechanical devices at a glance — you can determine the approximate Difficulty of any lock or mechanical trap without making a Test, and you can identify whether a lock has been tampered with, trapped, or recently opened.

Level 10

Master Tumbler

Once per Long Rest, you may choose one of the following:

  • Perfect Read: Choose a type of lock you have successfully picked before. Until your next Long Rest, all 🔏 Lockpick Tests against that type of lock are rolled with Advantage.
  • Sabotage: When you rig a lock as a trap, the trap effect is enhanced — the GM increases the severity by one tier. You may also rig locks that you have not picked (from the outside), though this requires a 🔏 Lockpick Test at +3 Difficulty.
  • Bypass: You may attempt to pick a lock with no bobby pin cost and no consequence on failure; a failed Test simply means you couldn’t open it, with no bobby pins lost, no noise made, and no lockout. You may still only attempt the lock once this way.