Rules / Skills / Sleight of Hand
Sleight of Hand
Legerdemain and manual trickery: planting something on someone, concealing an object on your person, lifting a purse.
Actions
Palm an Object (Manipulate)
You pocket a small, unattended object without being seen. Roll one Sleight of Hand check against the Perception save of every creature watching you. You take the object whether or not you hide that you did. You can usually only palm objects of negligible Bulk, though the GM may decide otherwise.
Success: The creature doesn't notice you palm the object.
Failure: The creature notices; the GM decides how it responds.
Steal (Manipulate)
You try to take a small object from another creature without being noticed. Usually you can only Steal something of negligible Bulk, and you fail automatically if the creature holding it is in combat or on guard. The DC is usually the Perception save of the creature carrying it, assuming it is worn but not closely guarded (a loosely carried coin pouch, or something inside one). If it's in a pocket or otherwise protected, you have 2 levels of Disadvantage. The GM may raise the DC if the object is harder to take (a tiny item in a big pack, or one sheet among many papers). You may also need to beat the Perception saves of other onlookers, which the GM may lower if they're distracted.
Success: You steal the item without its owner noticing, or an onlooker doesn't see you take or try to take it.
Failure: The owner notices before you can take it, or an onlooker sees you take or try to take it. The GM decides how anyone who notices responds.