Disable Device: Difference between revisions
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===Sabotage | ===Sabotage Device=== | ||
{{Template:SkillUse | {{Template:SkillUse | ||
| Skill-Use = Sabotage | | Skill-Use = Sabotage Device | ||
| Core-Skill = Disable Device | | Core-Skill = Disable Device | ||
| Benefit = Sabotage covers a wide spectrum of messing with mechanical devices to cause them to behave differently than intended. You 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). This skill use also includes jamming a lock so it cannot be opened, turning road signs the wrong way, altering an alchemical clock to run faster or slower, or even altering a sextant or compass to give incorrect results. | | Benefit = Sabotage Device covers a wide spectrum of messing with mechanical devices to cause them to behave differently than intended. You 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). This skill use also includes jamming a lock so it cannot be opened, turning road signs the wrong way, altering an alchemical clock to run faster or slower, or even altering a sextant or compass to give incorrect results. | ||
A successful act of sabotage also includes covering up your sabotage from casual observation. Creatures who investigate a sabotaged item can detect that it has been tampered with by making a successful [[perception]] check versus a [[Skill DC|Challenging DC]], based on the level or CR of the character or creature who performed the sabotage in the first place. However, such a roll requires that the creature actively look. Successful acts of sabotage cannot be detected with passive perception. Thus, only a suspicious creature, or one who has been given some indication that something might be wrong, would even get to roll. Note that the difficulty to perceive sabotage can also be increased by the creature attempting the sabotage, by increasing the DC (see Modifiers, below). | A successful act of sabotage also includes covering up your sabotage from casual observation. Creatures who investigate a sabotaged item can detect that it has been tampered with by making a successful [[perception]] check versus a [[Skill DC|Challenging DC]], based on the level or CR of the character or creature who performed the sabotage in the first place. However, such a roll requires that the creature actively look. Successful acts of sabotage cannot be detected with passive perception. Thus, only a suspicious creature, or one who has been given some indication that something might be wrong, would even get to roll. Note that the difficulty to perceive sabotage can also be increased by the creature attempting the sabotage, by increasing the DC (see Modifiers, below). |
Revision as of 17:03, 31 March 2017
Ability Score Used: | Dexterity |
Usable Untrained? | No |
Armor Check Penalty Applies? | Yes |
General Skill Uses
You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage mechanical devices, such as catapults, wagon wheels, and doors. You can even use disable device to perform more elaborate bits of sabotage, such as slowing down or speeding up a clock, so someone leaves for an appointment at the wrong time.
Pick Lock
You can use disable device to pick a lock. You must be adjacent to the lock to attempt to pick it. | |||||||||||||
Action Required: |
Full-round action | ||||||||||||
DC of Check: |
The base DC to pick a lock varies, based on the quality of the lock. Higher quality locks are often magically enhanced, but unless the specific magical effect states otherwise, the fact that a lock is magic or mundane does not affect its DC to pick.
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Modifiers to Check |
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Take 10? / Take 20? |
{{{Take10-Take20}}} | ||||||||||||
Allows Assists? |
{{{Assist}}} | ||||||||||||
Results of Success |
{{{Success}}} | ||||||||||||
Consequences of Failure |
The lock fails to open. | ||||||||||||
Retry Allowed? |
Yes, you may make additional attempts to pick a lock. You may never attempt to pick a lock more than once per round. | ||||||||||||
Provokes AOO? |
Yes |
Disarm Trap
You can use disable device to attempt to disarm a trap. This typically involves disabling or destroying the trigger mechanism, rendering the trap inert. Before you can disarm a trap, you must first succeed on a Perception check to find it. Most traps and their triggers are hidden. You must be adjacent to the trap in order to attempt to disarm it.
When disarming a trap, the disable device check is made secretly, so that you don't necessarily know whether you've succeeded. You announce what you wish to attempt, calculate your target DC and modifiers to the roll, and the GM rolls, chuckles menacingly, and lets you know what happens. | |||||||||||||
Action Required: |
The action required to disarm a trap varies by the quality of the trap:
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DC of Check: |
The target DC to disarm a trap is usually a Challenging DC, based on the CR of the creature who set the trap. Some creatures may create traps with higher or lower DC's than normal for their CR, if they are particularly good trappers (e.g. kobolds), or just dabblers in the art (e.g. goblins). Note that the quality of the trap does not affect the target DC; it only affects how long the trap takes to disarm. | ||||||||||||
Modifiers to Check |
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Take 10? / Take 20? |
{{{Take10-Take20}}} | ||||||||||||
Allows Assists? |
{{{Assist}}} | ||||||||||||
Results of Success |
{{{Success}}} | ||||||||||||
Consequences of Failure |
If you fail by less than 4, you are aware you failed to disarm the trap, but nothing bad happens. If you fail by 5 or more, or roll a natural 1 on the check, the trap is triggered. You, and any allies assisting you, are always included in the target area of a trap which is accidentally triggered by a failed disarm check. | ||||||||||||
Retry Allowed? |
Yes, assuming the trap was not triggered. | ||||||||||||
Provokes AOO? |
Yes |
Sabotage Device
Sabotage Device covers a wide spectrum of messing with mechanical devices to cause them to behave differently than intended. You 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). This skill use also includes jamming a lock so it cannot be opened, turning road signs the wrong way, altering an alchemical clock to run faster or slower, or even altering a sextant or compass to give incorrect results.
A successful act of sabotage also includes covering up your sabotage from casual observation. Creatures who investigate a sabotaged item can detect that it has been tampered with by making a successful perception check versus a Challenging DC, based on the level or CR of the character or creature who performed the sabotage in the first place. However, such a roll requires that the creature actively look. Successful acts of sabotage cannot be detected with passive perception. Thus, only a suspicious creature, or one who has been given some indication that something might be wrong, would even get to roll. Note that the difficulty to perceive sabotage can also be increased by the creature attempting the sabotage, by increasing the DC (see Modifiers, below). | ||||||||||||||||||||||||||||||||||||||||||
Action Required: |
The action required to sabotage a device varies by the complexity of the device, or the complexity of the sabotage intended. While a compass is a simple device, it is difficult to sabotage it such that it points East instead of North, for example. The table below gives some guidelines for GM's to adjudicate the action required.
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DC of Check: |
The DC to sabotage a device is also based on the complexity of the device, or how difficult the device is to alter.
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Modifiers to Check |
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Take 10? / Take 20? |
{{{Take10-Take20}}} | |||||||||||||||||||||||||||||||||||||||||
Allows Assists? |
{{{Assist}}} | |||||||||||||||||||||||||||||||||||||||||
Results of Success |
{{{Success}}} | |||||||||||||||||||||||||||||||||||||||||
Consequences of Failure |
If you fail by 4 or less, you are aware that the device was not successfully sabotaged. If you fail by 5 or more (or roll a natural 1), you believe the device was successfully sabotaged. In any case, failure means the device continues to behave normally, despite your efforts. | |||||||||||||||||||||||||||||||||||||||||
Retry Allowed? |
Yes, but only if you are aware that the device was not successfully sabotaged. | |||||||||||||||||||||||||||||||||||||||||
Provokes AOO? |
Yes |
Epic Skill Uses
Disarm Magical Traps (Epic)
If you have 21 or more ranks in Disable Device, 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.
Mitigate Trap Damage (Epic)
If you are in the area of effect of a trap's effects or damage, you can attempt to mitigate the effects or damage the trap deals to you using a Disable Device check as an immediate action (adding your trap sense bonus, if any) instead of your AC or relevant saving throw. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10). If you choose to use mitigate trap damage, your Evasion class feature (if any) does not apply (since you didn't make a reflex save).
Delay Trap Trigger (Epic)
(Beat the trap's DC by 20) - Alter a trap to trigger either when you say, or when the next enemy passes it. Base 2d4 rounds, can never be hurried to be less than 1 full round of access to trap.