Disable Device

Disable Device (Int; Trained Only)

Disable Device

Check: The Disable Device check is made secretly so you do not necessarily know whether you have 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 four or less, you have failed but can try again. If you fail by five or more, something goes wrong. If the device is a trap, you spring it. If you are attempting some sort of sabotage, you think the device is disabled when it is not.

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.

Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes one round and is a fullround action. An intricate or complex device requires 1d4 or 2d4 rounds.

Try Again: You can retry if you miss the check by four or less, though you must be aware that you failed in order to try again.

Special: If you have the Nimble Fingers feat, you get a +2 bonus on Disable Device checks.

Device Time Disable Device DC1 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
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device

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

Other Ways to avoid traps

It is 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 is possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition deals enough damage to break through the plugs.
  • * Melee Attack Traps:* You can thwart these devices 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 to Dodge Defence against its attacks if it is triggered again within the next minute.
  • * Pits:* Disabling a pit trap generally ruins only the trapdoor, turning the trap into an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labour and does not require the Disable Device skill. Characters could neutralise any spikes at the bottom of a pit by attacking them, since they break just as daggers do.

Open Locks

Attempting an Disable Device check without a set of thieves’ tools imposes a –2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.

Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given on the table below.

Lock DC Lock DC
Very simple lock 10
Good lock 30
Average lock 20
Amazing lock 40

Action: Opening a lock is a full-round action.

Special: If you have the Nimble Fingers feat, you get a +2 bonus on Disable Device checks.

Disable Device

Hyborian Roads Astenodar