The lockpicking skill is irrelevant.
- Only rogues take the skill.
- Rogues always maximize the skill.
- No other classes even bother looking at it.
- Out of combat rogues take 20, and in combat, they get to make one pass/fail roll until the next turn.
For your consideration… the Simulockrum.
Imagine holding a small box in your hand and having eight lockpicks at your disposal. Utilizing a visually impaired friendly design, the rogue can listen to magnetized pins react to each lockpick and feel the vibration of impact. From that, they can deduce the right combination on their subsequent turns, and feel the triumph of being able to pull a drawer free from the unit if they’re correct!






