You can try to draw an item hidden in the wrist sheath as a Move (normal wrist sheath) or Swift (spring-loaded wrist sheath) action during your turn by passing a DC10 Dexterity check.
You'll have a +1 bonus to this check if you have Sleight of Hand trained (i.e. it is a class skill with ranks). You'll also get a +1 bonus for each 2 full ranks you have in Sleight of Hand.
If you fail the check, then you'll need a Standard action (this is normal for a hidden item as mentioned in the Sleight of Hand skill).
If you fumble (you roll first a 1 and then fail the roll in the confirmation check) the item will fall to the ground. In the case of a spring-loaded sheath, after rolling a 1 you also need to pass a DC10 Luck check. If you fail this check, then the spring is broken. Until you repair the spring with a DC15 Crafts(weapons or traps) check (or paying 1/4 of its value to an artisan) it will count as a normal wrist sheath.
Finally, these sheaths give a +2 to your Sleight of Hand check to hide a weapon (this is taken from the item's description).
Masterwork Wrist Sheaths
Remember you can also have a masterwork wrist sheath. They cost an extra 300gp (or 100 gp ? check with JL )but they'll give a +2 to the Dexterity check to draw the hidden weapon.
Wearing wrist sheaths in the open
You can decide to wear the wrist sheath in the open (i.e. not hidden under your sleeves, etc.). In this case, you don't need to roll for a regular wrist sheath, and a failure in the check for a spring-loaded one means you'll need the normal Move action to draw the weapon (instead of the Swift).
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