(INT; TRAINED ONLY)
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. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.
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.
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).
Disable Device DC1
||Jam a lock
||Sabotage a wagon wheel
Disarm a trap, reset a trap
Disarm a complex trap, cleverly sabotage a clockwork device
|1If you attempt to leave behind no trace of your tampering, add 5 to the DC.
The amount of time needed to make a Disable Device check
depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action
. An intricate or complex device requires 1d4 or 2d4 rounds.
Varies. You can retry if you have missed the check
by 4 or less, though you must be aware that you have failed in order to try again
If you have the Nimble Fingers
feat, you get a +2 bonus on Disable Device checks.
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.
Rogues (and other characters with the trapfinding class feature) can disarm magic traps
. A magic trap
generally has a DC of 25 + the spell level of the magic used to create it.
The spells fire trap, glyph of warding, symbol,
and teleportation circle
also create traps
that a rogue
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.
OTHER WAYS TO BEAT A TRAP
It's possible to ruin many traps
without making a Disable Device check
Ranged Attack Traps:
Once a trap
's location is known, the obvious way to ruin it is to smash the mechanism-assuming the mechanism can be accessed. Failing that, it's possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap
from firing unless its ammunition does enough damage
to break through the plugs.
Melee Attack Traps:
These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap
as it triggers, he might be able to time his dodges just right to avoid damage
. A character who is doing nothing but studying a trap
when it first goes off gains a +4 dodge
bonus against its attacks if it is triggered again within the next minute.
Disabling a pit trap
generally ruins only the trapdoor, making it an uncovered pit
. Filling in the pit
or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit
by attacking them-they break just as daggers do.
helps here. Someone who succeeds on a caster level check
against the level of the trap
's creator suppresses the trap
for 1d4 rounds. This works only with a targeted dispel magic,
not the area version (see the spell description).
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