Handiwork #
Quickly perform delicate work on nonmagical things. This includes undoing normal locks, disarming traps, and setting traps.
When you use Handiwork to undo a lock or disarm or set a trap, use your technique + a secondary ability score decided by the GM + your scout level as the standard score, then add the bonus from the Handiwork skill. The GM should decide on a secondary ability score based on the situation or your specific action. This is called a handiwork check (a type of manipulation check).
To unlock something with a handiwork check, you need to have lockpicking tools. If you don’t, you take a −4 penalty on the check. To set a trap, you need to spend 1 set of trapping tools.
Effects of Handiwork #
| Mastery Grade | Effect |
|---|---|
| Beginner | Gain a +1 bonus to handiwork checks. |
| Intermediate | Gain a +2 bonus to handiwork checks. |
| Expert | Gain a +3 bonus to handiwork checks. |
| Master | Gain a +4 bonus to handiwork checks. |
| Legend | Gain a +5 bonus to handiwork checks. |
Items Related to Handiwork #
- Lockpicking tools (p. 388)
- Trapping tools (p. 388)