Disable Device
Fast play rules

Check

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. 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

Device Time DC Example
Simple 1 round 10 Jam a lock
Tricky 1d4 rounds 15 Sabotage a wagon wheel
Difficult 2d4 rounds 20 Disarm a trap, reset a trap
Extreme 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device

If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Open Locks

Lock Quality DC
Simple 20
Average 25
Good 30
Amazing 40

If you do not have a set of thieves’ tools, these DCs increase by 10.

Enable Device

If a trap has been disarmed or an object sabotaged but not broken or ruined you may be able to get it working again. When enabling a disarmed trap or other device, the Disable Device check is made secretly, so that you do not necessarily know whether you have succeeded. Your roll is opposed by the original Disable Device check that disarmed or sabotaged the object, if this is not known it is the standard Disable Device check for the object. Use of this skill takes twice as long as it normally would to disarm the trap or sabotage the device. If the check succeeds, you enable 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 trigger it. If you are attempting some short of sabotage, you think the device is enabled, but it will fail to work and you cannot try again.

Manual Reset

You can reset a trap that has a manual reset with a successful Disable Device check equal to the normal disarm DC; this takes the same amount of time that would be required to disarm the trap. If the check succeeds, you enable 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 and just as you believe you have reset it, you trigger it instead; you cannot try again as the trap must now be repaired. If you built the trap or witnessed the trap go off you gain a +10 insight bonus to the check.

Modify Device

With a few carefully considered change to a mechanism’s internal workings, you cause it to behave or operate differently. The DC of this attempt equals the DC necessary to disable the device +10. On success, you may change one aspect of the item’s operation. For example, a trap set to activate when a chest opens may now spring into action when the chest closes. 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 it is a trap you trigger it instead and you cannot try again; Your GM has the final say on whether a proposed modification is feasible.

Trap Springing

Sometimes you may want to set off a trap that you have detected or have bypassed, such as when there is an enemy in the room. Trap-springing is like poking at a trap with a stick while ready to jump back when the trap triggers. It is much easier than carefully disarming the trap, but riskier. The character makes a Disable Device check against a trap he has detected or has bypassed at a DC that is 5 less than the DC needed to disarm the trap. If the check succeeds, the trap is triggered, but the character and his allies who are aware of the trap gain a +5 insight bonus to any checks or saves needed to avoid or reduce the effects of the trap. If the check fails, the trap is triggered and you automatically fail any checks or saves needed to avoid the trap.

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.

Try Again

Varies. 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. You can retry checks made to open locks.
Restriction: Characters with the trapfinding ability (like rogues) can disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

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