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There is a Legacy version here.

Thievery (Dex)

Source Player Core pg. 246
You are trained in a particular set of skills favored by thieves and miscreants.
Item Bonuses for Thievery - Common Items

Item Bonuses for Common items

Ability/SkillItemBonusLevelCategoryConsumable?Note
ThieveryThieves' Tools (Infiltrator)+13Adventuring GearNoChecks to Pick Locks and Disable Devices
ThieveryKeymaking Tools+13Held ItemsNoThievery checks to Pick a Lock
ThieveryConcealable Thieves' Tools+14Adventuring GearNoChecks to Pick Locks and Disable Devices
ThieverySkeleton Key+15Held ItemsNoThievery to Pick a Lock
ThieveryInsistent Door Knocker+16Held ItemsNoThievery checks to Pick a Lock
ThieveryPhantasmal Doorknob+16SpellheartsNoThievery checks to Pick a Lock
ThieveryQuicksilver Mutagen (Lesser)+11Alchemical ElixirsYes
ThieveryGecko Potion+11PotionsYesPalm an Object
ThieveryPhantasmal Doorknob (Greater)+210SpellheartsNoThievery checks to Pick a Lock
ThieveryRing of Maniacal Devices+211Other Worn ItemsNoThievery checks to Disable a Device and to Pick a Lock
ThieveryInsistent Door Knocker (Greater)+211Held ItemsNoThievery checks to Pick a Lock
ThieverySkeleton Key (Greater)+211Held ItemsNoThievery to Pick a Lock
ThieveryPilferer's Gloves+217Other Worn ItemsNo
ThieveryQuicksilver Mutagen (Moderate)+23Alchemical ElixirsYes
ThieveryInsistent Door Knocker (Major)+317Held ItemsNoThievery checks to Pick a Lock
ThieveryRing of Maniacal Devices (Greater)+318Other Worn ItemsNoThievery checks to Disable a Device and to Pick a Lock
ThieveryQuicksilver Mutagen (Greater)+311Alchemical ElixirsYes
ThieveryQuicksilver Mutagen (Major)+417Alchemical ElixirsYes

Item Bonuses for Uncommon/Rare/Unique items

Ability/SkillItemBonusLevelCategoryConsumable?Note
ThieveryWrenchgear+23Adventuring GearNoDisable a Device checks made against clockwork creatures
ThieveryOozepick+24Alchemical ToolsNoThievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured.
ThieveryThoughtwhip Claw+211TattoosNo
ThieveryThe Locksmith+220The Deck of DestinyNoThievery checks to Pick a Lock (+3 at 17th level)
ThieveryThe Demon's Lantern+220The Deck of DestinyNochecks made to Palm an Object or Steal (+3 at 17th level).
ThieveryThe Crows+220The Deck of DestinyNoThievery checks to Disarm (+3 at 17th level).
ThieveryScour+28DrugsYes
ThieveryOozepick (Greater)+310Alchemical ToolsNoThievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured.

Related Feats

To see a list of Feats related to Thievery, click here.

Thievery Untrained Actions

Palm an Object [one-action]

Manipulate 
Source Player Core pg. 246
You pick up a small, unattended object and try not to be noticed. Roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.

Success The creature doesn't notice you Palming the Object.
Failure The creature notices you Palming the Object.

Steal [one-action]

Manipulate 
Source Player Core pg. 246
You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.

Attempt a Thievery check to determine if you successfully Steal the object. The DC is usually the Perception DC of the creature wearing the object. It's easiest to steal an object that is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). The GM might increase the DC if the object is protected or if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature's hand, or similarly protected.

You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM might impose a circumstance penalty to the DCs of observers who are distracted.

Success You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item.
Failure The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.

Thievery Trained Actions

Disable a Device [two-actions]

Manipulate 
Source Player Core pg. 247
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A thieves' toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.

Your Thievery check result determines your progress.

Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a device that requires more than one success.
Critical Failure You trigger the device.

Pick a Lock [two-actions]

Manipulate 
Source Player Core pg. 247
Requirements You're holding or wearing a thieves' toolkit.
Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs can be found on their page). Locks of higher quality might require multiple successes to unlock. If you lack the proper tools, the GM might let you use improvised picks, which are treated as a shoddy toolkit.

Critical Success You unlock the lock, or you achieve two successes toward opening a lock that requires more than one success. You leave no trace of your tampering.
Success You open the lock, or you achieve one success toward opening a lock that requires more than one success. You leave behind damage that indicates the lock was picked on close scrutiny.
Critical Failure You break your toolkit and leave behind obvious damage. Fixing a broken toolkit requires using Crafting to Repair it or else swapping in replacement picks (costing 3 sp, or 3 gp for an infiltrator thieves' toolkit).