Disable Device [Int; Trained Only]
Check
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 | DC1 | Example |
|---|---|---|---|
1. If you attempt to leave behind no trace of your tampering, add 5 to the DC. |
|||
| Simple | 1 round | 10 | Jam a lock, jam a magnetic lock |
| Tricky | 1d4 rounds | 15 | Sabotage a wagon wheel, sabotage a turbofan |
| Difficult | 2d4 rounds | 20 | Disarm a trap or security system, reset a trap or security system |
| Wicked | 2d4 rounds | 25 | Disarm a complex trap or security system, cleverly sabotage a complex mechanical or electronic device, such as a computer or robot |
The DCs to disable technological devices use the same scale as those in the core rules. However, you must have the Technical Proficiency feat to bypass, sabotage, or disarm these devices.
Special
If you have 5 or more ranks in the Demolitions skill, you get a +2 synergy bonus when attempting to disable an explosive device.
