Lockpick

Table: The Lockpick
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +1 +0 Trapfinding, Precision, Trap Sense
2nd +1 +1 +1 +1 Improvise Tool, Skill Focus
3rd +1 +1 +2 +1 Double Time, Practiced Reaction
4th +2 +1 +2 +1 Custom Picks, Skill Focus
5th +2 +2 +3 +2 Find the Sweet Spot, Perfected Reaction
Hit Die

d6.

Requirements

To qualify to become a lockpick, a character must fulfill all the following criteria.

Skills

Disable Device 10 ranks, Open Lock 10 ranks, Search 10 ranks.

Feats

Skill Focus (Disable Device, Open Lock, or Search).

Class Skills

The lockpick's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Tand Use Rope (Dex).

Skill Points at Each Level

6 + Int modifier.

Class Features

All of the following are features of the lockpick prestige class.

Weapon and Armor Proficiency

Lockpicks gain no proficiency with any weapon or armor.

Trapfinding (Ex)

A lockpick can use the Perception skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. This ability is identical to the rogue ability of the same name.

Precision (Ex)

A lockpick adds her lockpick level to all Disable Device checks. She adds her lockpick level to any Perception check made to look for traps.

Trap Sense (Ex)

At 1st level, a lockpick gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Improvise Tool (Ex)

A 2nd level lockpick can use practically any tiny, slender, or long item to pick a lock—provided it's sturdy enough—and avoid the penalty for not having thieves' tools present. The GM must decide whether a particular item will work as an improvised tool, and whether or not it will survive the attempt.

Skill Focus

A lockpick gains the Skill Focus feat for free at 2nd and 4th level. It must be applied to Disable Device or Perception.

Double Time (Ex)

Starting at 3rd level, a lockpick takes half the normal time to search for traps, open a lock, or disable a trap. In addition, she may move at 3/4 her normal speed (round down) while searching for traps.

This benefit stacks with any feats or magical effects also increasing her speed.

Practiced Reaction (Ex)

Through her knowledge of trap engineering, a 3rd-level lockpick can prepare her reactions to mishaps before they happen. She adds her intelligence bonus to any saving throw or ability check when attempting to avoid damage or effects from mechanical traps.

Custom Picks

At 4th level, a lockpick may create her own special multifunction set of thieves' tools, designed to comlplement her individual style. Creating this set of instruments costs 500 gp, and requires 50 cumulative hours of labor.

Once they are complete, the custom picks grant an additional +4 to all Disable Device and Open Lock checks. The picks are considered basic thieves' tools to non-lockpicks, and masterwork thieves' tools for other lockpicks.

Find the Sweet Spot

At 5th level, a lockpick's understanding of lock mechanisms has gone far beyond mere knowledge and practical application. She can pick simple locks by rapping firmly upon them, using the precise amount of pressure necessary in the precise location (known colloquially as "bumping" the lock).

This ability takes a standard action to perform. The lockpick takes a -10 penalty on her Disable Device check, but the lock opens immediately if the check is successful. She does not receive any bonus from thieves' tools (even her own custom picks), since a single pick is simply used as a placeholder in the locking mechanism, but will take the usual -2 penalty if she has no tools with her and must improvise.

Perfected Reaction (Ex)

At 5th level, a lockpick's Practiced Reaction ability extends even to magical traps.