(Dex; Armor Check Penalty; Trained Only)Edit
You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.
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. 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 trigger 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||Disable Device DC*||Example|
|* If you attempt to leave behind no trace of your tampering, add 5 to the DC.|
|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|
|Lock Quality||Disable Device DC|
Open Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.
Action: 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. A tricky or difficult 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. You can retry checks made to open locks.