d10 | Loot |
---|---|
1 | Loot: Lint or a bit of thread |
2 | Loot: A piece of paper or parchment with a mundane note, list of items, or list of tasks on it |
3 | Loot: A key (roll d6) |
— | Loot: 1: A broken key |
— | Loot: 2: A small brass key |
— | Loot: 3: A heavy iron key |
— | Loot: 4: A rusted key |
— | Loot: 5: A key made from an unusual material |
— | Loot: 6: A key ring with 1d10 keys on it |
4 | Loot: A handkerchief (roll d4) |
— | Loot: 1: A fine silk handkerchief |
— | Loot: 2: A simple cotton handkerchief |
— | Loot: 3: A lacy handkerchief |
— | Loot: 4: A threadbare handkerchief |
5-6 | Loot: A random trinket (roll d20) |
— | Loot: 1: 1d8 chess pieces |
— | Loot: 2: A tiny silver bell without a clapper |
— | Loot: 3: A small knife |
— | Loot: 4: A badge designating a military rank |
— | Loot: 5: A glass orb filled with water, in which swims a clockwork goldfish |
— | Loot: 6: A gem that looks like a lump of coal when examined by anyone else but you |
— | Loot: 7: A rabbit's foot |
— | Loot: 8: A four-leaf clover in a small glass vial |
— | Loot: 9: A vial of dragon's blood |
— | Loot: 10: A needle that never bends |
— | Loot: 11: A whistle made from wood, with gold inlays |
— | Loot: 12: A petrified mouse |
— | Loot: 13: A tiny mechanical spider that moved about when it's not being observed |
— | Loot: 14: A deck of 52 joker playing cards |
— | Loot: 15: A tiny gnome-crafted music box that plays a song you dimly remember from your childhood |
— | Loot: 16: A tooth from an unknown beast |
— | Loot: 17: A piece of crystal that faintly glows in the moonlight |
— | Loot: 18: A shard of obsidian that always feels warm to the touch |
— | Loot: 19: A pair of old socks |
— | Loot: 20: A pair of rigged dice |
7 | Loot: A ring (roll d6) |
— | Loot: 1: A wooden ring |
— | Loot: 2: A heavy, iron ring |
— | Loot: 3: A silver wedding band |
— | Loot: 4: A simple, gold ring (worth 1d4 gp) |
— | Loot: 5: An ornate gold ring etched with silver (worth 1d8 gp + 1d4 sp) |
— | Loot: 6: An expensive-looking, platinum ring (worth 10d10 gp) |
8 | Loot: A small vial or flask (roll d6) |
— | Loot: 1: An empty flask/vial |
— | Loot: 2: A Potion of Healing |
— | Loot: 3: A Potion of Climbing |
— | Loot: 4: A Potion of Poison |
— | Loot: 5: A Potion of Resistance |
— | Loot: 6: A Potion of Greater Healing |
9 | Loot: A score (roll d12) |
— | Loot: 1: 2d4 cp |
— | Loot: 2: 3d6 cp |
— | Loot: 3: 1d6 sp |
— | Loot: 4: 1d6 sp + 1d10 cp |
— | Loot: 5: 2d6 sp |
— | Loot: 6: 2d6 sp + 1d6 cp |
— | Loot: 7: 1d4 gp |
— | Loot: 8: 1d4 gp + 1d10 sp |
— | Loot: 9: 2d4 gp + 1d10 sp |
— | Loot: 10: A gem or small piece of jewelry worth 5d10 gp |
— | Loot: 11: A gem or small piece of jewelry worth 10d10 gp |
— | Loot: 12: 1d6 gp and roll again on this table |
10 | Loot: A big score (roll on the d12 table above, and then roll again on that table with a d8) |
Optional Modifiers: Typically, a pickpocket involves a Dexterity (Sleight of Hand) Check against a target's Passive Perception. However, if the target is actively searching or on guard, the DM may choose to use the targets regular Perception.
Below are several modifiers that may affect a pickpocket attempt. DM's discretion.
Situation | Roll Mod |
Target distracted (successful Deception Check by another player) | Adv. |
Creature is sleeping | +5 |
Random pickpocket (grab whatever they can) | -- |
Object is visible (i.e. sheathed dagger, belt pouch) | -- |
Creature is wearing the item, loosely (i.e. necklace, sash, hat) | -2 |
Creature is wearing the item, tightly (i.e. ring, bracer, belt) | -5 |
A specific object, hidden or concealed on the creature (if the object is being carried) | Disadv. |
Optional Rule: If the pickpocket successfully manages to steal something of value, the value may increase depending on the target's standing and role in society. The DM may choose to roll a d100 to determine the targets rank in society, which can affect the value. Note: This is a general table, mainly used in crowded cities, so a DM may modified the percentages as needed. For example, Farming communities may not have any wealthy merchants, lords or nobility. In addition, a city's district may affect this roll (i.e. there may be more beggers in a poor district, and there may be more nobles in the king's castle).
% | Target | Value Modifier |
5% | Beggers | x½ |
70% | Commoners (peasants, serfs, slaves, servants, tradesman, shopkeepers) | x1 |
11% | Wealthy merchants, skilled artisans | x2 |
3% | Nobility | x4 |
1% | Royalty (often escorted by guards and servants) | x10 |
Optional Rule: If a rogue fails their pickpocketing attempt, it does not automatically mean that the target notices the item was taken. The DM can optionally make a second perception roll for the target, with the following modifiers.
Modifier | Situation |
Disadv. | Distracted |
-5 | Target is sleeping |
-2 | Target was distracted |
+2 | Target is wearing the item, loosely (i.e. necklace, sash, hat) |
+5 | Target is wearing the item, tightly (i.e. ring, bracer, belt) |
+5 | The item is fastened to the targets clothing (i.e. by a rope or chain) |