You can pick padlocks, finesse combination locks and solve puzzle locks. The effort requires at 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 |
Quick Lockpick: You can try to open a lock more quickly than normal. To reduce the time required to open any lock, add the DC modifiers below. 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.
| Open lock as… | DC Modifier |
|---|---|
| Move-equivalent action | +20 |
| Free action | +50 |
Action: Opening a lock is a full-round action.
Try Again: You can retry checks made to open locks.
Special: If you have the 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.
Source: Player’s Handbook (Page 79), Complete Adventurer (Page 102), Epic Level Handbook (Page 42)