Demolitions (Int)
Trained Only
Check: Setting a simple
explosive to blow up at a certain spot doesn't require a
check, but connecting and setting a detonator does. Also, placing an
explosive for maximum effect against a structure calls for a
check, as does disarming an
explosive device.
Set Detonator:
Most
explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions
check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
A character can make an
explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her
check to set the detonator (it must be higher than 10). The character's DC to set the detonator is equal to the disarm DC.
Place Explosive Device: Carefully placing an
explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the structure's construction.
The GM makes the
check (so that the character doesn't know exactly how well he or she has done). On a result of 15 or higher, the
explosive deals double
damage to the structure against which it is placed. On a result of 25 or higher, it deals triple
damage to the structure. In all cases, it deals normal
damage to all other targets within its burst radius.
Disarm Explosive Device:
Disarming an
explosive that has been set to go off requires a Demolitions
check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the
check, he or she does not disarm the
explosive. If the character fails by more than 5, the
explosive goes off.
Special: A character can take 10 when using the Demolitions
skill, but can't take 20.
A character with the
Cautious feat and at least 1 rank in this
skill gets a +2 bonus on all Demolitions checks.
A character without a demolitions kit takes a -4 penalty on Demolitions checks.
Making an
explosive requires the Craft (chemical)
skill. See that
skill description for details.
Time: Setting a detonator is usually a
full-round action. Placing an
explosive device takes 1 minute or more, depending on the scope of the job.
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