Steam installeren
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Een vertaalprobleem melden
Unfortunately the DC's of some of those pickpocket attempts are stupidly high. Like 25-30 high, and even with all the buffs you can manage you still have a really good chance of failing.
But the basic gist is this: every slight of hand bonuses you have will apply to the pickpocket roll, including advantage.
Turn based mode. You can steal repeatedly in it and then when you finish up book it because time doesn't pass on your turn. Then there's the dialogue trick where you talk to them with another character and steal from them and they won't notice till you break dialogue and walk away.
Naturally it’s a save/ load game but some vendors will straight up atack you if they find you so you need to have a good exit strategy like successful steal then right away fast travel away.
In moonrise towers I had this issue with the bugbear vendor that he would atack in sight even if he doesn’t find my rogue but just randomly sees my other characters in the next room who had nothing to do with the theft.
So make sure no one from your party is around when trying ti pickpocket then save/load and use whatever advantages you have
There are some merchants that are damn near impossible to do this to unless you also apply invisibility or some type of obscure, I usually just use these merchants (i.e. Goblin Trader in Goblin Camp) to sell all the stolen stuff to.
Use guidance, get gloves of thievery and smuggler's ring, lock the npc in dialogue with a different character or use turn-based mode, invisibility if the npc is constantly being watched, and if you want to steal gold easier you can split their gold stack in the trading window.
turn based mode for freezing patrols and turning NPC's
dash away while in turn based mode then deactivate and run a little further. you'll be gone by the time they start looking around.
You can easily make everyone look away with minor illusion and/or a bard's class ability to perform music. Have your thief already in hiding, then enter turn based mode when everyone looks away.
You can block sightlines with fog cloud in some situations if needed.
Stealing is disgustingly easy when you combine some of these things!
Some places this doesnt apply. The "merchant" hideout in act 1, if you steal there you are always guilty, regardless of party member.
Before the attempt, trade with them. Buy everything you want, with cash.
Then, before leaving the barter window, split their gold. Repeat until you have many many small gold piles... under 50 for sure, closer to 10-15 ideally. Because the DC is directly related to value. Small piles are easy. Huge ones hard. Send the non-stealing party members as far away as possible.
When they have all of your cash, make sure that the thief has advantage (cat's grace or gloves of thievery) and any bonuses possible (guidance and the shapeshifter's ring, for example).
Then;
Make sure no one can see you in their vision cone.
Hide.
Start the pickpocket.
Then when you are at full actions etc, enter turn based.
Steal all the little piles of gold (often needing a target of 1. With advantage you will fail so rarely it hardly matters) till you have them all.
While still in turn based, stop the steal, and move away. Use that thief dash if you are a rogue... and the second if a thief. Or use a spell like dimension door, misty step etc.
once far enough away, wait a while. Eventually they stop searching.
After that you are safe.