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.
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: