👁 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.