You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.
When disarming a trap or other device, the Disable Device check is made secretly, so that you don’t necessarily know whether you’ve succeeded.
The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.
If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.
You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use
1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.
The DC to open a lock depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
If you do not have a set of thieves’ tools, these DCs increase by 10.
The amount of time needed to make a Disable Device check depends on the task:
Varies. You can retry checks made to disable traps if you miss the check by 4 or less, though you must be aware that you fail in order to try again. You can retry checks made to open locks.
The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details.