Thievery (Dex)
Thievery Untrained Actions
Palm an Object [one-action]
Steal [one-action]
Attempt a Thievery check to determine if you successfully Steal the object. The DC is usually the Perception DC of the creature wearing the object. It's easiest to steal an object that is worn but not closely guarded (like a loosely carried purse or satchel, or an object within such a container). The GM might increase the DC if the object is protected or if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of paper mixed in with other documents). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature's hand, or similarly protected.
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM might impose a circumstance penalty to the DCs of observers who are distracted.
Thievery Trained Actions
Disable a Device [two-actions]
Your Thievery check result determines your progress.