What your players need to start carrying is a [crowbar][1], the thieves go-to item of choice for forcing open a door or chest without smashing it to pieces like some thuggish Barbarian. > A crowbar grants a +2 circumstance bonus on Strength checks made to > force open a door or chest. If used in Combat, treat a crowbar as a > one-handed improvised weapon that deals bludgeoning Damage equal to > that of a club of its size. Unlike the axe, club or sword the crowbar is an elegant weapon for a more civilized age - and doesn't involve beating the chest to a pulp in order to get it open, more the wondrous principal of the lever to pop the lid open. If your players are feeling more flush they could buy a [skeleton key][2] (scroll down for info, can't link directly) > Many door locks have a similar design and thus can be unlocked by a > similar key. A skeleton key may be tried on any standard door lock > that uses a key, even if you don’t have the Disable Device skill. You > use the key’s Disable Device bonus of +10 rather than your own total; > you cannot take 10 when using a skeleton key. The key only gets one > roll for any particular lock. If the roll fails, the key is unable to > open or close that lock. Inferior skeleton keys may only have a +5 > bonus. This allows anyone even a non-thief a chance to pick a lock. [1]: https://www.d20pfsrd.com/equipmenT/goods-and-services/tools-kits/#TOC-Crowbar [2]: https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits/