Disable Device (Dex; armor check penalty; trained only)

    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.


 Device

 Disable or rig simple device

 Disable or rig tricky device1

 Disable or rig difficult device1

 Open a simple lock

 Disable or rig extremely complex device1

 Open an average lock

 Disable a magic trap

 Open a good lock

 Open an amazing lock


Notes/Examples

Jam a lock

Sabotage a wagon wheel

Disable or reset a trap


Cleverly sabotage a clockwork device


Only rogues can disarm magical traps




Time

1 Full-Round

1d4 Full-Rounds

2d4 Full-Rounds

1 Full-Round

2d4 Full-Rounds

1 Full-Round

Varies

1 Full-Round

1 Full-Round


DC2

10

15

20

20/30

25

25/35

25 + spell level3

30/40

40/50


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

2: Number after the slash is without using proper tools.

3: See spell descriptions for specific details.


DISABLE TRAP OR DEVICE

     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 (see the table above).  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.


Retry: 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.


Special: You can take a 10 and a 20 on Disable Device checks.

  • 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.

Time: Varies, see the table above.


SABOTAGE MECHANICAL DEVICE

     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).  Like the roll to disable traps, this roll is made in secret so you don't know if you succeeded or not until it happens.  If you fail by 4 or less then you know you did not properly sabotage the device and can attempt it again.


Retry: You can retry checks to sabotage mechanical devices as long as you know it didn't work the first time.


Special: You can take a 10 and a 20 on checks to sabotage mechanical devices.


Time: Varies, see the table above.


OPEN A LOCK

     You can use the Disable Device skill to open a lock.  The DC for this check depends on the type of lock and whether or not you have proper tools.


Retry: Yes.  You can attempt to open a lock again if you fail the first time.


Special: You can take a 10 and a 20 on checks to open locks.


Time: The time to open a lock is always a full-round.


DISABLE DEVICE UNCHAINED

     By taking the Signature Skill feat, you can unchain the following special bonuses:

  • 5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
  • 10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.
  • 15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).
  • 20 Ranks: You halve the penalties for performing a quick disarm as described in the 5 Ranks entry. If you possess the trapfinding ability and accept a –20 penalty while using the ability unlocked at 15 ranks, all nearby allies gain the benefit, and you disable the trap as an immediate action before it can trigger if you exceed the DC by at least 10.