Open Lock (Dex; Trained Only)
You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires as least a simple tool of the appropriate sort (a pick, pry bar, blank key wire, or the like). Attempting an Open Lock check without a set of thieves' tools imposes a -2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves' tools, you gain a +2 circumstance bonus on the check.
Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given on the table below.
Lock | DC |
Very simple lock | 20 |
Average lock | 25 |
Good lock | 30 |
Amazing lock | 40 |
Action: Opening a lock is a full-round action.
Special: If you have she Nimble Fingers feat, you get a +2 bonus on Open Lock checks.
Untrained: You cannot pick locks untrained, but you might successfully force them open (see Smashing an Object).
Expanded Description - Complete Adventurer
You can rush an Open Lock attempt, reducing the amount of time it takes to perform the attempt.
Quick Lockpick: You can try to open a lock more quickly than normal. To reduce the time required to open any lock to a move action, add 20 to the DC. For example, opening an average lock normally requires a DC 25 check and requires a full-round action. To open the lock as a move action requires a DC 45 check.
Quickened Skill Checks - Dungeonscape
When making an Open Lock check, you can attempt to reduce the time required to a move action by adding 20 to the DC. For example, a lock that normally requires a successful DC 25 check and takes a full-round action to open could be opened in a move action with a successful DC 45 check.