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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Thievery Talents

Thievery Talents

Traps, locks and magical trapwork.

TalentTierRequirementsBenefit
Arcane Bypass15+ ranks in Thievery; 2+ ranks in InvestigationSearch for magical traps as if mundane (you learn presence and location, not properties).
Wary Disarmament12+ ranks in Thievery1 Advantage on saves against a trap or device you trigger while disarming it (only effects from that failed attempt).
Quick Unlock15+ ranks in ThieveryPick a Lock for 1 AP instead of 2.

Arcane Bypass

Tier 1
Skill

Requires: 5+ ranks in Thievery; 2+ ranks in Investigation

Search for magical traps as if mundane (you learn presence and location, not properties). Disable those with an accessible magical component using Thievery, against the Dispel DC if no Thievery entry exists.

Wary Disarmament

Tier 1
Skill

Requires: 2+ ranks in Thievery

1 Advantage on saves against a trap or device you trigger while disarming it (only effects from that failed attempt).

Quick Unlock

Tier 1
Skill

Requires: 5+ ranks in Thievery

Pick a Lock for 1 AP instead of 2.