Disable Device

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.

Editor’s Note: In the table below we have attempted to organize the various tasks, DCs, and required actions/time to attempt in one table. If information is missing (such as the Take 10/20 columns) it simply means that the answer was unclear to d20pfsrd.com editors at this time. Consult the Core Rulebook or other official sources for more information.) 1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.

2 See spell descriptions for specific details

Disarm Trap or Device
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.

Special A rogue who beats a trap’s DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

Retry? 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.

Sabotage Mechanical Item
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

Open a Lock
The DC to open a lock depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

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

Retry? Yes. You can retry checks made to open locks.

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.

Modifiers

 * Feats If you have the Deft Hands feat, you get a +2 bonus on Disable Device skill checks. If you have 10 or more ranks in Disable Device, the bonus increases to +4.