👁 PER Skill
Open locked safes, doors, or other mechanical locks
Milestones
Level 3
Steady Hands
When you successfully pick a lock or disarm a mechanical trap, you 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.
Level 10
Master Tumbler
Once per encounter, treat a successful 🔏 Lockpick Test as a 🎭 CRIT.