Demolitions [Int; Trained Only; Technical Proficiency only]
Use this skill to set and detonate explosive charges.
Check
Arming a prepared explosive doesn't require a check. You must make a Demolitions check to set or place an explosive charge. The DC depends on the complexity of the explosive device, and you can take 10 if you have the time.
| Device | Time | DC | Example |
|---|---|---|---|
| Simple | 1 round | 10 | Set a personnel mine or other preset explosive device |
| Tricky | 1d4 rounds | 15 | Place a plastic explosive charge to blow a door |
| Difficult | 2d4 rounds | 20 | Place a plastic explosive charge to blow the turbofan off a hovertank |
| Wicked | 2d8 rounds | 25 | Place a plastic explosive charge to knock out a bridge |
Try Again
Varies. The DM may rule that in a given situation, failure causes you to accidentally set off the explosive device.
Special
You must have the Technical Proficiency feat to use this skill.
If the device is armed or programmed electronically and you have the Use Device skill, you get a +2 synergy bonus.
If you have 5 or more ranks in Demolitions, you get a +2 synergy bonus on your Disable Device checks when disarming an explosive.
