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    Disable Device (Dex; Armor Check Penalty; Trained Only)

    FastPlay Rules
    See this skill in FastPlay format.

    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.

    Check

    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

    Device Time DC1 Example
    Simple 1 round 10 Jam a lock
    Tricky 1d4 rounds 15 Sabotage a wagon wheel
    Difficult 2d4 rounds 20 Disarm a trap, reset a trap
    Extreme 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device

    1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.

    Lock Quality DC
    Simple 20
    Average 25
    Good 30
    Amazing 40

    Open Locks

    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.

    Action

    The amount of time needed to make a Disable Device check depends on the task:

    • Simple Device: Disabling a simple device takes 1 round and is a full-round action.
    • Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.

    Try Again

    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.

    Special

    • If you have the Deft Hands feat, you get a +2 bonus on Disable Device skill checks. If you have 10 or more ranks in Disable Device, the bonus increases to +4.
    • A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

    Magic Traps

    Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it.

    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.

    Explosives

    With the Technologist feat, a rogue can use Disable Device to interact safely with explosive devices and disable technological devices and traps.

    • Arm Explosive: If you possess a detonator, you can arm an explosive weapon as a trap. Connecting a detonator to an explosive requires a successful DC 10 Disable Device check. Failure means that the attempt fails, but you can attempt to arm the explosive again. Failure by 5 or more means the explosive is triggered as the detonator is installed. You can attempt to make an explosive difficult to disarm. To do so, choose a target disarm DC of 15 or higher, with a DC increment of 5. This becomes your target DC to set the explosive as well as the DC to disarm the explosive.
    • Disable Electronic Device: Disabling an electronically controlled trap or unlocking an electronically locked door is easier if you use an e-pick. Without an e-pick, you take a –5 penalty on any attempt to use Disable Device on an electronic device.
    • Disarm Explosive: Disarming an explosive requires the character to succeed at a Disable Device check as if disarming a trap. The DC is usually 10, unless the person who set the explosive successfully did so with a higher disarm DC. A failure to disarm an explosive by 5 or more immediately triggers the explosive.

    Special: A character can take 10 when using Disable Device to arm or disarm explosives, but cannot take 20.

    Time: Arming an explosive device takes 1 minute or more, depending on the scope of the job. Disarming an explosive is treated as if the explosive were a complex trap, and takes 2d4 rounds to attempt.