Steal

You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.
If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.
Combat Maneuvers
House Rules

Steal

Crimson Skies PhoenixMark