Disable Device

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Ability Score Used: Dexterity
Usable Untrained? No
Armor Check Penalty Applies? Yes


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.

Quality of Lock DC to Pick
Simple 20
Average 25
Good 30
Superior 40
Peerless 50
Modifiers to Check
  • Thieves' Tools: If you do not have a set of thieves' tools, these DCs increase by +10.
  • Assist: Unless the lock is at least one size category larger than normal for a creature your size (see size disparity, below), your allies cannot assist a lock picking attempt. There simply isn't room for extra hands to get in there and help out. If the lock is large enough to allow assists, your allies must be adjacent to the lock, just like you, in order to assist. Assisting allies who do not have thieves' tools suffer a -10 penalty to their assist check.
  • Leave No Trace: Trying to pick a lock without leaving any traces you did it increases the DC by +5.
  • Size Disparity: For every size category difference between you and the size of the creature for whom the lock was designed, the DC to pick the lock increases by +2. Thus, a sized-small creature attempting to pick a sized-large creature's lock (or vice versa) would have the DC increased by +4, since there is a two size categories difference. Trying to pick a lock made for a race of extra-dimensional sprites who are size 'Fine' means you're trying to pick a lock so small you can barely find it, much less get a tool in it.
  • Defensive Lock Picking: You may attempt to pick a lock without provoking attacks of opportunity, but doing so increases the DC by 10, and an additional +2 for each enemy creature after the first. If you fail the check, you not only fail to pick the lock, you also provoke attacks of opportunity from any threatening enemies.
  • Taking 10/Taking 20: Since (non-trapped) locks have no consequences for failure, you can take 10 or even take 20 on a pick lock check, if you are willing to take extra time to do so. If you take 10 or take 20, you cannot reduce the time it takes to pick the lock, regardless of your check result; it always takes a full-round action if you take 10, and it always takes 20 rounds (2 minutes) if you take 20.
  • Quick Lock Picking: If you beat the target DC by a large amount (and didn't take 10 or take 20), you end up picking the lock more quickly than a full round action, as detailed below. Note that you can never reduce the time to pick a lock to less than a swift action, no matter how much you beat the DC by.
If you exceed the DC by: Time to pick the lock is reduced to:
5 Standard Action
10 Move Action
15 Swift Action
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:

Quality of Trap Action to Disarm
Simple Standard Action
Average Full Round Action
Good 1d4 rounds
Superior 2d4 rounds
Peerless 2d4+5 rounds
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
  • Magical Traps: Magic-based traps do not inherently have a modifier to their disarm DC's, but they can only be disarmed by a character with the Trapfinding class feature (or someone with at least 21 ranks in Disable Device; see Disarm Magical Traps (Epic))
  • Assists: Allies who wish to assist your disarm check must stand adjacent to the trap, just like you, and are always included in the target area of the trap, in the event it is accidentally set off. If there is not enough room for an ally to stand adjacent to the trap, then they cannot render assistance.
  • Bypass Trap: If you increase the DC by 10 before the roll, you can study the trap and its trigger, determine how it works, and allow your party (and yourself) to move past it without setting it off or disarming it. The trap remains intact and ready to spring on the next unsuspecting passers-by. You must have the Trapfinder class feature to attempt this.
  • Leave No Trace: Trying to disarm a trap without leaving any traces you did it increases the DC by +5.
  • Size Disparity: For every size category difference between you, and the size of the creature by whom the trap was designed, the DC increases by +2. Thus, a sized-small creature attempting to disarm a sized-large creature's trap (or vice versa) would have the DC increased by +4, since there is a two size categories difference. Trying to disarm a sized-titanic-plus water wheel trap might appear to be a simple task, except you need something the size of an armored galleon to jam into it.
  • Defensive Trap Disarming: You may attempt to disarm a trap without provoking attacks of opportunity, but doing so increases the DC by 10, and an additional +2 for each enemy creature after the first. If you fail the check, you not only fail to disarm the trap, you also provoke attacks of opportunity from any threatening enemies.
  • Taking 10/Taking 20: Because there are consequences for failure (you might set off the trap), you cannot take 10 or take 20 when attempting to disarm a trap.
    • Even if you have some special ability which allows you to break this rule, you may not use the take your time or hurry modifiers when disarming the trap, if you choose to take 10 or take 20. If you take 10, the disarm attempt always takes the maximum listed time for the quality of trap in question, and if you take 20, disarming takes 20 times the maximum listed time for the trap.
  • Take Your Time: You can voluntarily increase the time required to disable a trap, and thereby decrease the DC. You may increase the time take by one step on the table below, in exchange for a -5 reduction of the target DC. You cannot reduce the DC by more than -5 (one step). You must declare you are taking your time before you attempt the skill check, and before the GM rolls to see how long the disarm attempt will take. (That is, you can't use take your time to make the GM re-roll an unfavorable result.)
  • Hurry: You can attempt to reduce the time required to disable a trap by voluntarily increasing the disarm DC before you make the check. Each step faster on the time progression table below increases the total DC by +5, cumulatively. Note that you can never reduce the time to disarm a trap to less than a swift action, no matter how much you increase the DC by.
Time Increments
4d4+10 rounds
2d4+5 rounds
2d4 rounds
1d4 rounds
Full round action
Standard action
Move action
Swift action
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 Mechanical Device

Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?

{{{Take10-Take20}}}

Allows Assists?

{{{Assist}}}

Results of Success

{{{Success}}}

Consequences of Failure
Retry Allowed?
Provokes AOO?

Yes

Table: Common Disable Device Task DCs, Time Required and Modifiers
Device Time DC1 Take 10? Take 20? Example or Special Notes
Disable or rig simple device 1 round 10 No No Jam a lock, stick a hair on a windowsill, turn a road sign the wrong way, etc.
Disable or rig1 tricky device 1d4 rounds 151 No No Sabotage a wagon wheel1, disable a blacksmith bellows, jam a water wheel, etc
Disable or rig1 difficult device 2d4 rounds Challenging check for the campaign CR1 No No Disable or reset a trap, sabotage a siege weapon, jam an alchemical clockwork toy, etc
Disable or rig extremely complex device1 2d4 rounds Hard check for the campaign CR1 No No Disable or reset a complex trap, cleverly sabotage a clockwork device, rig an Orrery to run fast or slow, tamper with a astronomical clock, etc.
Disable a magic trap (such as a symbol spell) varies per trap CR, or 25 + double the spell level2 No No Only characters with the trapfinding class feature can disarm magic traps.
1 – If you attempt to leave behind no trace of your tampering, add 5 to the DC.
2 – See spell descriptions for specific details


Disarm Trap or Device

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 (see 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.

Special: 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.

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.

Sabotage Mechanical Item

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). See table above.


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.
  • Trying to hurry: You can try to move one step down on the time chart by hurrying. If you hurry you cannot take 10 or 20, and the DC increases by 10. Ouch. You can't be faster than a swift action without something in your favor.
  • Take your time: You can take your time on a trap, lock, device, rig, etc, and make things a bit easier on yourself. When you take extra time, the DC decreases by -5. You can never increase the time required by more than one step, and all attempts to take extra time must be announced before you roll the time required. Sorry, if you roll a 'four' on the 1d4, you can't try and gamble for a lucky roll on the 2d4. Taking your time on a 2d4 roll adds +1d4 rounds.

Modifiers

  • Feats: If you have Deft Hands (Feat), you get a +2 feat bonus on Disable Device skill checks. This bonus increases if you have certain numbers of ranks in the skill.
  • Aid Another: If someone wants to help you with any of these checks, they must have Disable Device trained, and are at equal risk as you if things 'Go Badly'.
  • Size Difference: For every size difference, whether larger or smaller, between you and the creator of the device, lock, trap, rig, etc., you take a cumulative -2 to the Disable Device roll.

Magical Traps

Characters with the trapfinding class feature can disarm magic traps. A magic trap generally has a DC described in the adventure or the spell description. Failing that, a base DC of 25 + double the spell level of the magic used to create it usually makes it a hard challenge.

For Example: 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.


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.