daremetoidareyo
2017-04-02, 09:26 PM
Disable Device (Int)
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From the SRD (http://www.d20srd.org/srd/skills/disableDevice.htm)
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
DC
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
If you attempt to leave behind no trace of your tampering, add 5 to the DC.
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. An intricate or complex device requires 1d4 or 2d4 rounds.
Try Again
Varies. You can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again.
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.
Restriction
Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it.
The spells fire trap, glyph of warding, symbol, teleportation circle, ghoul glyph (LM p.66), breathbarb (web (http://archive.wizards.com/default.asp?x=dnd/wn/20030423a)) & sign of sealing (SC p.190) also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details.
Complete Adventurer p.99 & Dungeonscape p.45
You can reduce the amount of time it takes to disable a device or add a bypass element to an existing trap.
Bypass Trap: You try to incorporate a bypass element enabling you to avoid a trap’s effects if you encounter it again later. Doing this imposes a –10 penalty on your Disable Device check. If you succeed, you can not only bypass a trap without disarming it (just as if you had beat the trap’s DC by 10 or more—see page 72 of the Player’s Handbook) but also add a bypass element allowing you or your companions to avoid triggering the trap again later. For example, you could insert a wedge that blocks the gears of a mechanical trap, or pick out a narrow path between the pressure plates that trigger poison darts from the wall.
Quick Disable: You can try to disable a device more quickly than normal. To reduce the time required to disable any device to a full-round action, add +20 to the DC. For example, a trap that normally requires a DC 20 check and 2d4 rounds to disarm could be disabled in 1 round with a successful DC 40 check.
Epic Rules (http://www.d20srd.org/srd/epic/skills.htm#disableDevice)
The character can rush his or her Disable Device attempt, reducing the amount of time it takes to perform the attempt.
Reduce To
DC Modifier
1 round
+20
Move Equivalent Action
+50
Free Action
+100
But I know the trap is there: Book of Challenges p.32 & 33:
PCs who know a trap’s location and effect - such as many of the already triggered traps in this encounter - should find it easier to avoid or disable them. When Characters approach such a trap, consider granting a +2 to +4 circumstance bonus on Search checks to find them, Disable device checks to disarm them, and Reflex saves to avoid them.
Variant: What disabling a Device Means
So, you have made your Disable Device check against a trap. What does that do to it? In this variant rule, that depends on the amount by which you beat the DC. Check the paragraph below that corresponds to your margin of success for the check result.
0-3: The next time the trigger would spring the trap, it doesn’t. After that however, the trigger operates normally, and another Disable Device check is required to disarm it again.
4-6: You messed it up. The trap won’t work again until it’s reset. If it’s a trap that resets automatically, use the next result below.
7-9: You really broke it. The trap won’t go off again until someone repairs it using the craft (trapmaking) skill. If you don’t wish to destroy the trap mechanism, you can voluntarily avoid doing so.
Song and silence:
7–9: You really broke it. It won’t go off again until someone repairs it using the Craft (trapmaking) skill. This repair costs 1d8X10% of the trap’s total construction cost. If you don’t wish to destroy the trap mechanism, you can voluntarily reduce the repair cost required.
10+: You can either break the trap as above or add a bypass element. This latter option enables you to either get past the trap without triggering it or avoid its effect. For example, you could disable a narrow path through the pressure plates that trigger poison darts from the wall or note the tiny niche in the wall that provides refuge from the rolling boulder.
Degrees of Failure: DMG p.32:
Usually failure itself is a sufficient problem and does not need to be compounded. However, failure can sometimes cause additional problems, such as a setting off a trap or alerting a sentry to the characters’ presence. When such consequences exist, a check that fails by 5 or more causes them to occur. For example, if Lidda the rogue misses a Disable Device check by 5 or more, she sets off the trap she’s trying to disable. Skills that carry an additional risk on a failed check include Disable Device: Device triggers, or is not disabled.
Open a Lock, or Disable It?: Rules Compendium p.44:
If you have the skill to disable traps of every imaginable variety, including magic traps, why can’t you understand how to disable a simple mechanical lock? The answer, of course, is legacy. The 2nd Edition of the game distinguished between the skills, and so 3rd Edition did as well. One possible solution is to ignore this and make Disable Device work on locks. An average lock is DC 25 to open. That means you have to invest a lot in the Open Lock skill to be effective. However, the investment is likely to be moot when the barbarian bashes open all the locked doors. Just to rub salt in the wound, the wizard has a 2nd-level spell that opens locks regardless of the difficulty of picking them. When you can reliably open locks without taking 20, the party likely no longer needs you to do so. Have more fun by putting your skill points elsewhere, such as in Tumble. That way you can get out of the scrapes you’ll inevitably get into when the barbarian breaks open all those doors. —Matthew Sernett, designer
Sabotage: DMG 2 p.188:
This could be as simple as petty vandalism or as dangerous as a legitimate attempt to destroy the business. The business owner should make a special profit check to determine how bad the damage is, opposed by the saboteur’s Disable Device check (which should be equal to the business owner’s base profit check). Success indicates the attempt was thwarted in time, but failure indicates damage. The profit check for this term takes a
–4 penalty.
Sabotage: City of Stormreach p.140
Disable Device checks can be used to sabotage armor and weapons, hampering their effectiveness or even causing them to fall apart in the heat of battle. A viewer can identify a sabotaged item with close examination (Search DC 20 or 25). Use the table below to determine the DC for a particular Disable Device check.
Sabotage
DC
Simple Weapon
-5
Exotic Weapon
+5
Make weapon unwieldy (–2 on attack rolls)
10
Make weapon unwieldy (–4 on attack rolls)
15
Make weapon inaccurate (–2 on damage rolls)
10
Make weapon inaccurate (–4 on damage rolls)
15
Make weapon fragile (falls apart on successful hit)
20
Make weapon deadly (change nonlethal to lethal)
15
Make armor weaker (–1/4 armor bonus)
20
Make armor weaker (–1/2 armor bonus)
25
Make armor more encumbering (+2 check penalty)
15
Make armor more encumbering (+4 check penalty)
20
Make armor fragile (falls apart on enemy’s miss)
25
+5 on Search DC to determine sabotage
+5
Sabotage Siege Engines: Heroes of Battle p.94
You can use this skill to sabotage siege engines, rendering them inoperable.
Check: Your DM makes your check secretly, so that you don’t necessarily know whether you have succeeded. Most normal siege engines have a DC of 20 to disable. Magic siege engines have a DC of 25. You can try to sabotage a siege engine so that appears functional until it is first used, but doing so increases the DC by 5.
Action: Sabotaging a siege engine takes 2d4 rounds.
Elements of a Trap: SRD (http://www.d20srd.org/srd/traps.htm#elementsOfATrap) & Song and Silence p.26All traps—mechanical or magic—have the following elements: trigger, reset, Search DC, Disable Device DC, attack bonus (or saving throw or onset delay), damage/effect, and Challenge Rating. Some traps may also include optional elements, such as poison or a bypass. These characteristics are described in the trap statblock.
Search and Disable Device DCs The builder sets the Search and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.
Armor/Equipment Traps: BOVD p. 40:
Vindictive or paranoid creatures sometimes trap their equipment so that a trap activates if someone else attempts to use their gear. Perhaps the most common trap of this type is a contact poison spread across the surface of the item—a poison to which the owner is immune. Even more devious are tiny, spring-loaded needles and pop-up clamps, again coated with poison. Such a trap deals 1 point of damage and delivers whatever poison the owner wishes to use. These traps usually have a Search DC of 30 but a Disable Device DC of only 20: they are made to be difficult to find but simple enough to deactivate or remove. Larger items may have many such traps. A blackguard, for example, might have eight or ten traps on his plate armor. More complicated still are traps that render equipment useless to unauthorized users. An armor trap could cause the armor’s joints to seize. A weapon’s blade might come loose in the middle of combat, and a rope can be rigged so that unless special precautions are taken, it breaks when used.
Obstacle DCs. Remember Trapfinding is necessary if you want to disarm magical traps and magical trap analogs.
Obstacle
Typical DC
Time (rounds)
Source
Mechanical Trap: The base DC for both Search and Disable Device checks is 20. Raising or lowering either of these affects the base cost and CRs (http://www.d20srd.org/srd/traps.htm#tableCRModifiersforMechanicalTraps) shown on the source table
20
2d4
Song and Silence p.26 & SRD (http://www.d20srd.org/srd/traps.htm#tableCostModifiersforMechanicalTraps)
Magic Trap: The DC for both Search and Disable Device checks is equal to 25 + spell level of the highest-level spell used. Only characters with the trapfinding ability can attempt either check. These values do not affect the trap’s cost or CR.
25 + spell level
2d4
SRD (http://www.d20srd.org/srd/traps.htm#elementsOfATrap) & Song and Silence p.26
Standard Hinges: These hinges are metal, joining one edge of the door to the doorframe or wall. Remember that the door swings open toward the side with the hinges. (So, if the hinges are on the PCs’ side, the door opens toward them; otherwise it opens away from them.) Adventurers can take the hinges apart one at a time with successful Disable Device checks (assuming the hinges are on their side of the door, of course). Such a task has a DC of 20 because most hinges are rusted or stuck. Breaking a hinge is difficult.
20
2d4
DMG p.62, SRD (http://www.d20srd.org/srd/dungeons.htm)
Nested Hinges: These hinges are much more complex than ordinary hinges, and are found only in areas of excellent construction. These hinges are built into the wall and allow the door to swing open in either direction. PCs can’t get at the hinges to fool with them unless they break through the doorframe or wall. Nested hinges are typically found on stone doors but sometimes on wooden or iron doors as well.
20
Time to Break doorframe +2d4
DMG p.62, SRD (http://www.d20srd.org/srd/dungeons.htm)
Encounter Traps: Single Attack Source: Each successful Disable Device check disables one attack source, allowing the others to function normally. Unlike standard Disable Device checks that take 2d4 rounds to complete, making a Disable Device check on a single attack source takes 1 round.
varies
2d4
Dungeonscape p.120
Encounter Traps: Central Location: Some traps have a central location that, if disarmed, shuts down the entire trap. Making a Disable Device check on a central disarm location takes 1d4 rounds.
varies
1d4
Dungeonscape p.120
Invisible Traps: Mechanical attack traps can be rendered invisible by casting invisibility (PH 245) and permanency (PH 259) on them. Creatures that cannot see invisible objects take a –20 penalty on Search checks to find invisible traps. However, they take only a –10 penalty on Disable Device checks to disarm invisible traps, because much of the art of disarming a trap is based on touch. Ranged or melee attack traps that have been rendered invisible deny their targets a Dexterity bonus.
-10
Typically 2d4
Dungeonscape p.129
Invisible Doors: Tricky to open, owing to the difficulty of finding their moving parts, opening an unlocked invisible door is a standard action rather than a move action. Any mechanisms built into an invisible door are also invisible. Search checks to find a trap on an invisible door take a –20 penalty, while Disable Device or Open Lock checks take a –10 penalty. Any effect that allows a character to see an invisible door negates these penalties, as does the Tactile Trapsmith feat (Complete Adventurer 112).
-10
Typically 2d4
Dungeonscape p.146
Machinery: These moving contraptions can be dangerous to those caught within. Most such machinery can be jammed with a successful DC 20 Disable Device check, but doing so could have unintended consequences. Stopping a conveyor might only cause ore to pile up, but disabling a piston that pumps cool water into a boiler might trigger an explosion.
20
Presumably 2d4
Dungeonscape p.150
Complex Disable Device Skill Checks: Nearly any trap can be made to require a complex Disable Device check rather than a simple one. If the trap requires a large number of successes (six or more) or if the attempt is ruined by less than three failures, adjust the Challenge Rating of the trap up by 1 or 2 to reflect the greater difficulty of disarming the trap. A trap that requires a complex skill check may have a higher cost and Challenge Rating than a trap of the same sort that only requires a simple check; see the following table. Page 75 of the Dungeon Master’s Guide has information on the cost of various kinds of traps.
Varies
Varies
Unearthed Arcana p.83
Disarming Magic Runes: A rogue can use her Disable Device skill to disable runes (DC 25 + the spell's level), like any magic trap.
(DC 25 + the spell's level)
2d4
Forgotten Realms Campaign Setting p.59 & Magic of faerun p.20
Disarming a Lair Ward: As a stationary magic item, a lair ward is essentially identical to a magic trap (even though some have beneficial rather than harmful effects). A character with the trapfinding ability (including rogues and characters affected by a find traps spell) can use Search to find lair wards and Disable Device to deactivate them. The DC for both checks is 25 + the spell level of the highest-level spell used in the lair ward’s construction. A successful Disable Device check suppresses the ward’s magical properties for 1d4 rounds, just as if the character had cast dispel magic on it. If the character beats the DC by 10 or more, she suppresses its magical properties for 1d4 minutes instead.
25 + the highest spell level
2d4
Draconomicon p.84
Disarming Trapped Weapon: Particularly mean-spirited creatures (such as kobolds) trap weapons themselves. Unless the trap is spotted, the weapon itself seems normal and perfectly functional. The fi rst time it is used (usually in combat), the trap springs. Trapped weapons fall apart dramatically, dealing no damage to a creature they are used against: A sword crumbles into pieces, a bow breaks in half as its string is drawn back, an axe head fl ies loose and shatters. As the weapon breaks, the handle breaks open as well, allowing a large number of spring-loaded spikes and hooks to burst out and into the wielder’s hands.
20
2d4
DMG2 p.45
Resetting Trapped Weapon: If a rogue successfully disarms a trapped weapon, it can be used as a standard weapon of its type. Resetting the weapon to be trapped requires a second successful Disable Device check.
20
2d4
DMG2 p.45
Psionic Seal: Some mind flayers know how to create a special type of magic item that are similar to psionic tattoos known as a psionic seal although the design is created purely by psionic power. Psionic seals can be inscribed on flesh or on just about anything else, including doors, hallways, chests, articles of clothing, weapons, or pages of a book. When scribed on an object, a psionic seal can be set to activate in response to one of three events: when touched and willed to activate, when touched at all (useful for traps), or when a creature with specific observable characteristics moves within 5 feet of the psionic seal. In the latter case, the seal must be in plain view. A harmful psionic seal is considered a magic trap. It is rarely hard to find, since it must be in plain view to function, but disarming the trap requires a Disable Device check (DC 25 + spell level of the spell or power used to make the seal).In any case, a psionic seal fades away after it is triggered once.
(DC 25 + spell level of the spell or power used to make the seal)
2d4
Lords of Madness p.69
Black Luminary, Pitch: This 4-foot-wide steel half-orb sheds deeper darkness in a 60-foot radius around itself. Not even creatures that can normally see in the dark can see in this darkness, and it cancels out any normal light as well as any magical light of 2nd level or lower. The orb has a shutter that enables a person standing beneath a ceiling-mounted pitch black luminary to conceal or reveal the item (and the resulting darkness) with a move action. Finding and disabling the pitch black luminary’s magical effect requires DC 28 Search and Disable Device checks (suppresses ward for 1d4 rounds, unless the DC is beaten by 10 or more, then 1d4 minutes).
28
2d4
Draconomiconp.84 & Dragons of eberron p.71
Arcane Seal: A rogue or artificer can sense the presence of a arcane seal by making a successful Search check (DC 28). A rogue or artificer can temporarily disable the alarm using an arcane key (see next page). Opening an arcane seal in this manner triggers the seal’s mental alert, unless that effect has already been suppressed. This requires a successful Disable Device check, with a DC of 10 + the caster level of the seal. Success suppresses the effect for 10 minutes.
10+caster level of the seal
varies
Sharn City of 2 Towers p.168 & 169
Death Warden Chanter's Great Rune: A completed rune is anywhere from 1 to 5 feet in diameter, depending on the desires of the chanter who created it. Once completed, a rune is no more difficult to notice than an ordinary drawing.
(DC 25 + 1/2 chanter’s class level + chanter’s Wis modifier
Varies
Ghostwalk p.24
Harvest a Ciruja's Gas Spheroid: touch attack with a range increment of 10 feet. When the spheroid strikes a solid surface, it explodes into a cloud of pale yellow gas that fills a 5-foot-diameter circle. Living creatures that come in contact with this gas must make a DC 14 Fortitude save (con based) or be paralyzed for 3d6 minutes. A ciruja generally has eight spheroids available to launch at a time. Expended spheroids regrow in 24 hours. It is possible to harvest these spheroids for use as grenadelike weapons with a successful DC 25 Disable Device check. Harvested spheroids remain potent for 6 hours.
25
2d4
Dragon Compendium p.185
Render Boomshroom patch inert: Boomshroom patches always regrow in the same spot no matter what’s done to purge them. It takes a boomshroom a tenday to regrow once triggered. It is possible to pick the boomshrooms, which renders them inert.
27
2d4
Magic of Faerun p.44
Disable a Blast disk: A character who has trapfinding can find (Search DC 28) and disable (Disable Device DC 28) a blast disk.
28
2d4
MIC p.152
Disable a Glyph Seal: An activated glyph seal functions as the spell glyph function of a glyph of warding and can be detected and disabled as a magic trap (DC 30).
30
2d4
MIC p.161
Disable a Footsaw Trap: A creature can discover a concealed footsaw trap with a successful Search check (DC 15). Once found, the trap can be disabled with a successful Disable Device check (DC 15).
15
1d4
Races of Faerun p.159
Removing your Opponent's Quick-Escape Armor in Combat: Ingeniously crafted, this armor uses special buckles, straps, and releases so it can be removed in mere moments, but takes twice as long to don. It is a favorite of wealthy sailors and adventurers who anticipate going near bodies of water. As a standard action, the wearer pulls and twists on a special lock which causes the armor to fall away. Each lock is unique in operation, making it difficult for anyone other than the owner to undo, especially in the middle of battle. A Disable Device check (DC 30) is required for someone other than the wearer to release the armor in combat.
30
Standard Action?
AEG p.16
Remove Quick Escape Armor outside of Combat Situation: For example, a rogue sneaking up on a sleeping guard.
15
Standard Action
AEG p.16
Disable an Armor or Equipment Trap
20
??
BOVD p. 40
Free victim from a locked garrote: no EWP [locking garrote]: If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind. Naturally, it’s impossible for any character to take 10 or take 20 on this check unless the victim trapped in the device is already dead.
25
2d4
Song and Silence p.52
Free victim from a locked garrote: With EWP (locking garrote): If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind.
10
1 round
Song and Silence p.52
Set Automated Footpad to set off touch or proximity triggered traps:
25
2d4?
Song and silence p.53
Disarm Leaking Nuclear Reactor: CR 8; mechanical; location trigger; constant effect; never miss; onset delay (2 rounds) (radiation, DC 20 Fortitude save resists 1d4 Con/1d6 Con, plus –1 Con each round of exposure after secondary damage); multiple targets in defined area (25-ft.-by-45-ft. room); Search DC 35.
40+nuclear engineering training
2d4?
Return to the temple of the frog p.23
Shim cracked floor masonry about to collapse: Someone that knows this skill can use materials from another area to improvise shims to place in the cracks in the floor masonry. That keeps the pressure plates beneath the floor from activating. One check takes 2d4 rounds and is sufficient to disarm the triggers along a single path to the northern doors.
20
2d4
Shattered Gates of Slaughterguard p.72
Jam Elevators: The four elevators in this room lead to four different places. They move every round on initiative count 0, going up on odd rounds and down on even rounds. Their entire movement occurs during their turn. It’s visually obvious whether an elevator platform is present. A DC 20 Disable Device check that takes 2d4 rounds is sufficient to stop an elevator platform’s movement.
20
2d4
Shattered Gates of Slaughterguard p.33
Notice that the Forgotten King's Scepter can be reassembled: A successful DC 10 Disable Device or DC 15 Search check reveals that the forgotten king's scepter can be reassembled.
10
1 round
Fortress of the yuan ti p.59:
Reassemble the Forgotten King's Scepter: Doing so requires two DC 15 Craft (metalworking)or Profession (jeweler) checks, or two DC 22 Disable Device checks. If any check fails by 5 or more, a piece of the scepter is bent or damaged in the attempt, and it can never be restored.
22 (*2)
2d4
Fortress of the yuan ti p.59:
Hampering the Undying Temple: A rogue with ranks in Disable device can prevent the temple from using its spell like abilities within the boundaries of a given room inside it. The walls of each room are laced with nearly invisible magical circuitry not unlike that created by a magical trap such as glyph of warding. A rogue who makes a successful search check (DC 34) can detect this circuitry. By making a successful Disable device check DC 34, a character inside a room within the temple can effectively break the circuit, which not only prevents the temple from using its spell like abilities in that room, but also cuts off its ability to see via blindsight and communicate via telepath with any creatures in that room. Disableing this trap requires only 1d4 rounds, but the temple tends to direct its attacks against anyone who tinkers with its circuitry. Failing the check by 5 or more means that the character is targeted by an enervation attack as if cast by the temple.
34
1d4
City of the spider queen p.103
Unbarring a cage Door
15
1d4
eyes of the lich queen p.122
Removing a Dragonshard from a bound elemental airship that has crashed: Extracting the shard from its housing chamber without breaking it requires a DC 25 Disable Device check. If the check fails by 5 or more, or if anyone attempts to remove the shard by any other means, it shatters and becomes worthless.
25
2d4
eyes of the lich queen p.94
Operate an airship's course, speed, and heading, a number of shipboard functions: They are controlled from the main deck (all are standard actions). Anyone on the bridge can open the bay doors to area 18 and deploy or recall the soarwood lifeboats there. Another control can activate or deactivate the antimagic field in the vault (area 19). Crew members of the Dragon can perform these tasks automatically. Anyone else must make a DC 15 Profession (sailor) check or a DC 20 Disable Device check.
20
standard action
Voyage of the Golden Dragon p.4-5
Lock the helm controls on the quarterdeck of an elemental bound air vessel. This small deck above the bridge provides an excellent view of the sky. A secondary helm can be used to pilot the ship if the captain or first mate transfer control from the bridge. Success on a DC 25 Disable Device check allows someone to lock the helm controls on the quarterdeck.
25
2d4
Voyage of the Golden Dragon p.4-5
The pirate uses Disable Device to locate a weak joint on a hot steam pipe and fires his crossbow at it (AC 12). If his bolt hits, a blast of superheated steam is unleashed on two adjacent 5-foot squares (Telgin’s choice), dealing 3d6 points of fire damage to anyone in those spaces (Reflex DC 14 half).
???
???
Voyage of the Golden Dragon p.11
Determine Bomb volatility/ Delay bomb countdown: Any Disable Device or Knowledge (arcana) check reveals that if the bomb is moved, it will detonate 1 round later. A DC 25 Disable Device check delays the bomb’s countdown by 1d6 rounds, but the bomb cannot be disarmed. Only one such check can be made, and failure wastes a round of countdown time.
25
1 round
Voyage of the Golden Dragon p.12
Remove rigged tindertwigs from ad hoc gas trap: A DC 25 Search check reveals the tindertwigs fastened to the doorframe of the lab. A DC 25 Survival check reveals the presence of volatile gas in the air to anyone outside. A DC 25 Disable Device check allows a PC to remove the tindertwigs without igniting the gas and to carefully air out the room, removing the threat.
25
2d4
Voyage of the Golden Dragon p.19
Figure out how to open a super fancy high end wall safe: In the southern wall in the section of the room that serves as a bedchamber is a cleverly hidden wall safe. A successful Search check (DC 40) discovers it, but to figure out how to open it a character must first make a successful Disable Device check (DC 40) to find the hidden catch that causes a panel to slide back and expose the safe’s door. Once the trick to opening this panel is known, it may be reset and reopened quickly as a standard action.
40
2d4
The Thunder Below p.49
Disarm autolocks on a super fancy high-end wall safe: The safe itself is locked with a series of five combination locks. To unlock the safe, a character must unlock all five locks in succession. Unfortunately, the locks are on a timing device and automatically relock after 6 rounds. If an Open Lock check fails by 5 or more, the auto-lock mechanism triggers and relocks all opened locks as well. Each lock has a separate auto-lock mechanism, and each one can be disabled with a successful Disable Device check (DC 35).
35
2d4
The Thunder Below p.49
Notes
Got Trapfinding (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding)? Seeing as how awesome Disable Device is, you may want to find a resource to add it to your available class skills (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills).
Other Skill Guides
Bluff (http://www.giantitp.com/forums/showthread.php?504559-Stop-Flubbing-Your-Bluffs-The-reference-guide-to-successful-truthtelling&p=21342024)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21683962)
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From the SRD (http://www.d20srd.org/srd/skills/disableDevice.htm)
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
DC
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
If you attempt to leave behind no trace of your tampering, add 5 to the DC.
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. An intricate or complex device requires 1d4 or 2d4 rounds.
Try Again
Varies. You can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again.
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.
Restriction
Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it.
The spells fire trap, glyph of warding, symbol, teleportation circle, ghoul glyph (LM p.66), breathbarb (web (http://archive.wizards.com/default.asp?x=dnd/wn/20030423a)) & sign of sealing (SC p.190) also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details.
Complete Adventurer p.99 & Dungeonscape p.45
You can reduce the amount of time it takes to disable a device or add a bypass element to an existing trap.
Bypass Trap: You try to incorporate a bypass element enabling you to avoid a trap’s effects if you encounter it again later. Doing this imposes a –10 penalty on your Disable Device check. If you succeed, you can not only bypass a trap without disarming it (just as if you had beat the trap’s DC by 10 or more—see page 72 of the Player’s Handbook) but also add a bypass element allowing you or your companions to avoid triggering the trap again later. For example, you could insert a wedge that blocks the gears of a mechanical trap, or pick out a narrow path between the pressure plates that trigger poison darts from the wall.
Quick Disable: You can try to disable a device more quickly than normal. To reduce the time required to disable any device to a full-round action, add +20 to the DC. For example, a trap that normally requires a DC 20 check and 2d4 rounds to disarm could be disabled in 1 round with a successful DC 40 check.
Epic Rules (http://www.d20srd.org/srd/epic/skills.htm#disableDevice)
The character can rush his or her Disable Device attempt, reducing the amount of time it takes to perform the attempt.
Reduce To
DC Modifier
1 round
+20
Move Equivalent Action
+50
Free Action
+100
But I know the trap is there: Book of Challenges p.32 & 33:
PCs who know a trap’s location and effect - such as many of the already triggered traps in this encounter - should find it easier to avoid or disable them. When Characters approach such a trap, consider granting a +2 to +4 circumstance bonus on Search checks to find them, Disable device checks to disarm them, and Reflex saves to avoid them.
Variant: What disabling a Device Means
So, you have made your Disable Device check against a trap. What does that do to it? In this variant rule, that depends on the amount by which you beat the DC. Check the paragraph below that corresponds to your margin of success for the check result.
0-3: The next time the trigger would spring the trap, it doesn’t. After that however, the trigger operates normally, and another Disable Device check is required to disarm it again.
4-6: You messed it up. The trap won’t work again until it’s reset. If it’s a trap that resets automatically, use the next result below.
7-9: You really broke it. The trap won’t go off again until someone repairs it using the craft (trapmaking) skill. If you don’t wish to destroy the trap mechanism, you can voluntarily avoid doing so.
Song and silence:
7–9: You really broke it. It won’t go off again until someone repairs it using the Craft (trapmaking) skill. This repair costs 1d8X10% of the trap’s total construction cost. If you don’t wish to destroy the trap mechanism, you can voluntarily reduce the repair cost required.
10+: You can either break the trap as above or add a bypass element. This latter option enables you to either get past the trap without triggering it or avoid its effect. For example, you could disable a narrow path through the pressure plates that trigger poison darts from the wall or note the tiny niche in the wall that provides refuge from the rolling boulder.
Degrees of Failure: DMG p.32:
Usually failure itself is a sufficient problem and does not need to be compounded. However, failure can sometimes cause additional problems, such as a setting off a trap or alerting a sentry to the characters’ presence. When such consequences exist, a check that fails by 5 or more causes them to occur. For example, if Lidda the rogue misses a Disable Device check by 5 or more, she sets off the trap she’s trying to disable. Skills that carry an additional risk on a failed check include Disable Device: Device triggers, or is not disabled.
Open a Lock, or Disable It?: Rules Compendium p.44:
If you have the skill to disable traps of every imaginable variety, including magic traps, why can’t you understand how to disable a simple mechanical lock? The answer, of course, is legacy. The 2nd Edition of the game distinguished between the skills, and so 3rd Edition did as well. One possible solution is to ignore this and make Disable Device work on locks. An average lock is DC 25 to open. That means you have to invest a lot in the Open Lock skill to be effective. However, the investment is likely to be moot when the barbarian bashes open all the locked doors. Just to rub salt in the wound, the wizard has a 2nd-level spell that opens locks regardless of the difficulty of picking them. When you can reliably open locks without taking 20, the party likely no longer needs you to do so. Have more fun by putting your skill points elsewhere, such as in Tumble. That way you can get out of the scrapes you’ll inevitably get into when the barbarian breaks open all those doors. —Matthew Sernett, designer
Sabotage: DMG 2 p.188:
This could be as simple as petty vandalism or as dangerous as a legitimate attempt to destroy the business. The business owner should make a special profit check to determine how bad the damage is, opposed by the saboteur’s Disable Device check (which should be equal to the business owner’s base profit check). Success indicates the attempt was thwarted in time, but failure indicates damage. The profit check for this term takes a
–4 penalty.
Sabotage: City of Stormreach p.140
Disable Device checks can be used to sabotage armor and weapons, hampering their effectiveness or even causing them to fall apart in the heat of battle. A viewer can identify a sabotaged item with close examination (Search DC 20 or 25). Use the table below to determine the DC for a particular Disable Device check.
Sabotage
DC
Simple Weapon
-5
Exotic Weapon
+5
Make weapon unwieldy (–2 on attack rolls)
10
Make weapon unwieldy (–4 on attack rolls)
15
Make weapon inaccurate (–2 on damage rolls)
10
Make weapon inaccurate (–4 on damage rolls)
15
Make weapon fragile (falls apart on successful hit)
20
Make weapon deadly (change nonlethal to lethal)
15
Make armor weaker (–1/4 armor bonus)
20
Make armor weaker (–1/2 armor bonus)
25
Make armor more encumbering (+2 check penalty)
15
Make armor more encumbering (+4 check penalty)
20
Make armor fragile (falls apart on enemy’s miss)
25
+5 on Search DC to determine sabotage
+5
Sabotage Siege Engines: Heroes of Battle p.94
You can use this skill to sabotage siege engines, rendering them inoperable.
Check: Your DM makes your check secretly, so that you don’t necessarily know whether you have succeeded. Most normal siege engines have a DC of 20 to disable. Magic siege engines have a DC of 25. You can try to sabotage a siege engine so that appears functional until it is first used, but doing so increases the DC by 5.
Action: Sabotaging a siege engine takes 2d4 rounds.
Elements of a Trap: SRD (http://www.d20srd.org/srd/traps.htm#elementsOfATrap) & Song and Silence p.26All traps—mechanical or magic—have the following elements: trigger, reset, Search DC, Disable Device DC, attack bonus (or saving throw or onset delay), damage/effect, and Challenge Rating. Some traps may also include optional elements, such as poison or a bypass. These characteristics are described in the trap statblock.
Search and Disable Device DCs The builder sets the Search and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.
Armor/Equipment Traps: BOVD p. 40:
Vindictive or paranoid creatures sometimes trap their equipment so that a trap activates if someone else attempts to use their gear. Perhaps the most common trap of this type is a contact poison spread across the surface of the item—a poison to which the owner is immune. Even more devious are tiny, spring-loaded needles and pop-up clamps, again coated with poison. Such a trap deals 1 point of damage and delivers whatever poison the owner wishes to use. These traps usually have a Search DC of 30 but a Disable Device DC of only 20: they are made to be difficult to find but simple enough to deactivate or remove. Larger items may have many such traps. A blackguard, for example, might have eight or ten traps on his plate armor. More complicated still are traps that render equipment useless to unauthorized users. An armor trap could cause the armor’s joints to seize. A weapon’s blade might come loose in the middle of combat, and a rope can be rigged so that unless special precautions are taken, it breaks when used.
Obstacle DCs. Remember Trapfinding is necessary if you want to disarm magical traps and magical trap analogs.
Obstacle
Typical DC
Time (rounds)
Source
Mechanical Trap: The base DC for both Search and Disable Device checks is 20. Raising or lowering either of these affects the base cost and CRs (http://www.d20srd.org/srd/traps.htm#tableCRModifiersforMechanicalTraps) shown on the source table
20
2d4
Song and Silence p.26 & SRD (http://www.d20srd.org/srd/traps.htm#tableCostModifiersforMechanicalTraps)
Magic Trap: The DC for both Search and Disable Device checks is equal to 25 + spell level of the highest-level spell used. Only characters with the trapfinding ability can attempt either check. These values do not affect the trap’s cost or CR.
25 + spell level
2d4
SRD (http://www.d20srd.org/srd/traps.htm#elementsOfATrap) & Song and Silence p.26
Standard Hinges: These hinges are metal, joining one edge of the door to the doorframe or wall. Remember that the door swings open toward the side with the hinges. (So, if the hinges are on the PCs’ side, the door opens toward them; otherwise it opens away from them.) Adventurers can take the hinges apart one at a time with successful Disable Device checks (assuming the hinges are on their side of the door, of course). Such a task has a DC of 20 because most hinges are rusted or stuck. Breaking a hinge is difficult.
20
2d4
DMG p.62, SRD (http://www.d20srd.org/srd/dungeons.htm)
Nested Hinges: These hinges are much more complex than ordinary hinges, and are found only in areas of excellent construction. These hinges are built into the wall and allow the door to swing open in either direction. PCs can’t get at the hinges to fool with them unless they break through the doorframe or wall. Nested hinges are typically found on stone doors but sometimes on wooden or iron doors as well.
20
Time to Break doorframe +2d4
DMG p.62, SRD (http://www.d20srd.org/srd/dungeons.htm)
Encounter Traps: Single Attack Source: Each successful Disable Device check disables one attack source, allowing the others to function normally. Unlike standard Disable Device checks that take 2d4 rounds to complete, making a Disable Device check on a single attack source takes 1 round.
varies
2d4
Dungeonscape p.120
Encounter Traps: Central Location: Some traps have a central location that, if disarmed, shuts down the entire trap. Making a Disable Device check on a central disarm location takes 1d4 rounds.
varies
1d4
Dungeonscape p.120
Invisible Traps: Mechanical attack traps can be rendered invisible by casting invisibility (PH 245) and permanency (PH 259) on them. Creatures that cannot see invisible objects take a –20 penalty on Search checks to find invisible traps. However, they take only a –10 penalty on Disable Device checks to disarm invisible traps, because much of the art of disarming a trap is based on touch. Ranged or melee attack traps that have been rendered invisible deny their targets a Dexterity bonus.
-10
Typically 2d4
Dungeonscape p.129
Invisible Doors: Tricky to open, owing to the difficulty of finding their moving parts, opening an unlocked invisible door is a standard action rather than a move action. Any mechanisms built into an invisible door are also invisible. Search checks to find a trap on an invisible door take a –20 penalty, while Disable Device or Open Lock checks take a –10 penalty. Any effect that allows a character to see an invisible door negates these penalties, as does the Tactile Trapsmith feat (Complete Adventurer 112).
-10
Typically 2d4
Dungeonscape p.146
Machinery: These moving contraptions can be dangerous to those caught within. Most such machinery can be jammed with a successful DC 20 Disable Device check, but doing so could have unintended consequences. Stopping a conveyor might only cause ore to pile up, but disabling a piston that pumps cool water into a boiler might trigger an explosion.
20
Presumably 2d4
Dungeonscape p.150
Complex Disable Device Skill Checks: Nearly any trap can be made to require a complex Disable Device check rather than a simple one. If the trap requires a large number of successes (six or more) or if the attempt is ruined by less than three failures, adjust the Challenge Rating of the trap up by 1 or 2 to reflect the greater difficulty of disarming the trap. A trap that requires a complex skill check may have a higher cost and Challenge Rating than a trap of the same sort that only requires a simple check; see the following table. Page 75 of the Dungeon Master’s Guide has information on the cost of various kinds of traps.
Varies
Varies
Unearthed Arcana p.83
Disarming Magic Runes: A rogue can use her Disable Device skill to disable runes (DC 25 + the spell's level), like any magic trap.
(DC 25 + the spell's level)
2d4
Forgotten Realms Campaign Setting p.59 & Magic of faerun p.20
Disarming a Lair Ward: As a stationary magic item, a lair ward is essentially identical to a magic trap (even though some have beneficial rather than harmful effects). A character with the trapfinding ability (including rogues and characters affected by a find traps spell) can use Search to find lair wards and Disable Device to deactivate them. The DC for both checks is 25 + the spell level of the highest-level spell used in the lair ward’s construction. A successful Disable Device check suppresses the ward’s magical properties for 1d4 rounds, just as if the character had cast dispel magic on it. If the character beats the DC by 10 or more, she suppresses its magical properties for 1d4 minutes instead.
25 + the highest spell level
2d4
Draconomicon p.84
Disarming Trapped Weapon: Particularly mean-spirited creatures (such as kobolds) trap weapons themselves. Unless the trap is spotted, the weapon itself seems normal and perfectly functional. The fi rst time it is used (usually in combat), the trap springs. Trapped weapons fall apart dramatically, dealing no damage to a creature they are used against: A sword crumbles into pieces, a bow breaks in half as its string is drawn back, an axe head fl ies loose and shatters. As the weapon breaks, the handle breaks open as well, allowing a large number of spring-loaded spikes and hooks to burst out and into the wielder’s hands.
20
2d4
DMG2 p.45
Resetting Trapped Weapon: If a rogue successfully disarms a trapped weapon, it can be used as a standard weapon of its type. Resetting the weapon to be trapped requires a second successful Disable Device check.
20
2d4
DMG2 p.45
Psionic Seal: Some mind flayers know how to create a special type of magic item that are similar to psionic tattoos known as a psionic seal although the design is created purely by psionic power. Psionic seals can be inscribed on flesh or on just about anything else, including doors, hallways, chests, articles of clothing, weapons, or pages of a book. When scribed on an object, a psionic seal can be set to activate in response to one of three events: when touched and willed to activate, when touched at all (useful for traps), or when a creature with specific observable characteristics moves within 5 feet of the psionic seal. In the latter case, the seal must be in plain view. A harmful psionic seal is considered a magic trap. It is rarely hard to find, since it must be in plain view to function, but disarming the trap requires a Disable Device check (DC 25 + spell level of the spell or power used to make the seal).In any case, a psionic seal fades away after it is triggered once.
(DC 25 + spell level of the spell or power used to make the seal)
2d4
Lords of Madness p.69
Black Luminary, Pitch: This 4-foot-wide steel half-orb sheds deeper darkness in a 60-foot radius around itself. Not even creatures that can normally see in the dark can see in this darkness, and it cancels out any normal light as well as any magical light of 2nd level or lower. The orb has a shutter that enables a person standing beneath a ceiling-mounted pitch black luminary to conceal or reveal the item (and the resulting darkness) with a move action. Finding and disabling the pitch black luminary’s magical effect requires DC 28 Search and Disable Device checks (suppresses ward for 1d4 rounds, unless the DC is beaten by 10 or more, then 1d4 minutes).
28
2d4
Draconomiconp.84 & Dragons of eberron p.71
Arcane Seal: A rogue or artificer can sense the presence of a arcane seal by making a successful Search check (DC 28). A rogue or artificer can temporarily disable the alarm using an arcane key (see next page). Opening an arcane seal in this manner triggers the seal’s mental alert, unless that effect has already been suppressed. This requires a successful Disable Device check, with a DC of 10 + the caster level of the seal. Success suppresses the effect for 10 minutes.
10+caster level of the seal
varies
Sharn City of 2 Towers p.168 & 169
Death Warden Chanter's Great Rune: A completed rune is anywhere from 1 to 5 feet in diameter, depending on the desires of the chanter who created it. Once completed, a rune is no more difficult to notice than an ordinary drawing.
(DC 25 + 1/2 chanter’s class level + chanter’s Wis modifier
Varies
Ghostwalk p.24
Harvest a Ciruja's Gas Spheroid: touch attack with a range increment of 10 feet. When the spheroid strikes a solid surface, it explodes into a cloud of pale yellow gas that fills a 5-foot-diameter circle. Living creatures that come in contact with this gas must make a DC 14 Fortitude save (con based) or be paralyzed for 3d6 minutes. A ciruja generally has eight spheroids available to launch at a time. Expended spheroids regrow in 24 hours. It is possible to harvest these spheroids for use as grenadelike weapons with a successful DC 25 Disable Device check. Harvested spheroids remain potent for 6 hours.
25
2d4
Dragon Compendium p.185
Render Boomshroom patch inert: Boomshroom patches always regrow in the same spot no matter what’s done to purge them. It takes a boomshroom a tenday to regrow once triggered. It is possible to pick the boomshrooms, which renders them inert.
27
2d4
Magic of Faerun p.44
Disable a Blast disk: A character who has trapfinding can find (Search DC 28) and disable (Disable Device DC 28) a blast disk.
28
2d4
MIC p.152
Disable a Glyph Seal: An activated glyph seal functions as the spell glyph function of a glyph of warding and can be detected and disabled as a magic trap (DC 30).
30
2d4
MIC p.161
Disable a Footsaw Trap: A creature can discover a concealed footsaw trap with a successful Search check (DC 15). Once found, the trap can be disabled with a successful Disable Device check (DC 15).
15
1d4
Races of Faerun p.159
Removing your Opponent's Quick-Escape Armor in Combat: Ingeniously crafted, this armor uses special buckles, straps, and releases so it can be removed in mere moments, but takes twice as long to don. It is a favorite of wealthy sailors and adventurers who anticipate going near bodies of water. As a standard action, the wearer pulls and twists on a special lock which causes the armor to fall away. Each lock is unique in operation, making it difficult for anyone other than the owner to undo, especially in the middle of battle. A Disable Device check (DC 30) is required for someone other than the wearer to release the armor in combat.
30
Standard Action?
AEG p.16
Remove Quick Escape Armor outside of Combat Situation: For example, a rogue sneaking up on a sleeping guard.
15
Standard Action
AEG p.16
Disable an Armor or Equipment Trap
20
??
BOVD p. 40
Free victim from a locked garrote: no EWP [locking garrote]: If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind. Naturally, it’s impossible for any character to take 10 or take 20 on this check unless the victim trapped in the device is already dead.
25
2d4
Song and Silence p.52
Free victim from a locked garrote: With EWP (locking garrote): If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind.
10
1 round
Song and Silence p.52
Set Automated Footpad to set off touch or proximity triggered traps:
25
2d4?
Song and silence p.53
Disarm Leaking Nuclear Reactor: CR 8; mechanical; location trigger; constant effect; never miss; onset delay (2 rounds) (radiation, DC 20 Fortitude save resists 1d4 Con/1d6 Con, plus –1 Con each round of exposure after secondary damage); multiple targets in defined area (25-ft.-by-45-ft. room); Search DC 35.
40+nuclear engineering training
2d4?
Return to the temple of the frog p.23
Shim cracked floor masonry about to collapse: Someone that knows this skill can use materials from another area to improvise shims to place in the cracks in the floor masonry. That keeps the pressure plates beneath the floor from activating. One check takes 2d4 rounds and is sufficient to disarm the triggers along a single path to the northern doors.
20
2d4
Shattered Gates of Slaughterguard p.72
Jam Elevators: The four elevators in this room lead to four different places. They move every round on initiative count 0, going up on odd rounds and down on even rounds. Their entire movement occurs during their turn. It’s visually obvious whether an elevator platform is present. A DC 20 Disable Device check that takes 2d4 rounds is sufficient to stop an elevator platform’s movement.
20
2d4
Shattered Gates of Slaughterguard p.33
Notice that the Forgotten King's Scepter can be reassembled: A successful DC 10 Disable Device or DC 15 Search check reveals that the forgotten king's scepter can be reassembled.
10
1 round
Fortress of the yuan ti p.59:
Reassemble the Forgotten King's Scepter: Doing so requires two DC 15 Craft (metalworking)or Profession (jeweler) checks, or two DC 22 Disable Device checks. If any check fails by 5 or more, a piece of the scepter is bent or damaged in the attempt, and it can never be restored.
22 (*2)
2d4
Fortress of the yuan ti p.59:
Hampering the Undying Temple: A rogue with ranks in Disable device can prevent the temple from using its spell like abilities within the boundaries of a given room inside it. The walls of each room are laced with nearly invisible magical circuitry not unlike that created by a magical trap such as glyph of warding. A rogue who makes a successful search check (DC 34) can detect this circuitry. By making a successful Disable device check DC 34, a character inside a room within the temple can effectively break the circuit, which not only prevents the temple from using its spell like abilities in that room, but also cuts off its ability to see via blindsight and communicate via telepath with any creatures in that room. Disableing this trap requires only 1d4 rounds, but the temple tends to direct its attacks against anyone who tinkers with its circuitry. Failing the check by 5 or more means that the character is targeted by an enervation attack as if cast by the temple.
34
1d4
City of the spider queen p.103
Unbarring a cage Door
15
1d4
eyes of the lich queen p.122
Removing a Dragonshard from a bound elemental airship that has crashed: Extracting the shard from its housing chamber without breaking it requires a DC 25 Disable Device check. If the check fails by 5 or more, or if anyone attempts to remove the shard by any other means, it shatters and becomes worthless.
25
2d4
eyes of the lich queen p.94
Operate an airship's course, speed, and heading, a number of shipboard functions: They are controlled from the main deck (all are standard actions). Anyone on the bridge can open the bay doors to area 18 and deploy or recall the soarwood lifeboats there. Another control can activate or deactivate the antimagic field in the vault (area 19). Crew members of the Dragon can perform these tasks automatically. Anyone else must make a DC 15 Profession (sailor) check or a DC 20 Disable Device check.
20
standard action
Voyage of the Golden Dragon p.4-5
Lock the helm controls on the quarterdeck of an elemental bound air vessel. This small deck above the bridge provides an excellent view of the sky. A secondary helm can be used to pilot the ship if the captain or first mate transfer control from the bridge. Success on a DC 25 Disable Device check allows someone to lock the helm controls on the quarterdeck.
25
2d4
Voyage of the Golden Dragon p.4-5
The pirate uses Disable Device to locate a weak joint on a hot steam pipe and fires his crossbow at it (AC 12). If his bolt hits, a blast of superheated steam is unleashed on two adjacent 5-foot squares (Telgin’s choice), dealing 3d6 points of fire damage to anyone in those spaces (Reflex DC 14 half).
???
???
Voyage of the Golden Dragon p.11
Determine Bomb volatility/ Delay bomb countdown: Any Disable Device or Knowledge (arcana) check reveals that if the bomb is moved, it will detonate 1 round later. A DC 25 Disable Device check delays the bomb’s countdown by 1d6 rounds, but the bomb cannot be disarmed. Only one such check can be made, and failure wastes a round of countdown time.
25
1 round
Voyage of the Golden Dragon p.12
Remove rigged tindertwigs from ad hoc gas trap: A DC 25 Search check reveals the tindertwigs fastened to the doorframe of the lab. A DC 25 Survival check reveals the presence of volatile gas in the air to anyone outside. A DC 25 Disable Device check allows a PC to remove the tindertwigs without igniting the gas and to carefully air out the room, removing the threat.
25
2d4
Voyage of the Golden Dragon p.19
Figure out how to open a super fancy high end wall safe: In the southern wall in the section of the room that serves as a bedchamber is a cleverly hidden wall safe. A successful Search check (DC 40) discovers it, but to figure out how to open it a character must first make a successful Disable Device check (DC 40) to find the hidden catch that causes a panel to slide back and expose the safe’s door. Once the trick to opening this panel is known, it may be reset and reopened quickly as a standard action.
40
2d4
The Thunder Below p.49
Disarm autolocks on a super fancy high-end wall safe: The safe itself is locked with a series of five combination locks. To unlock the safe, a character must unlock all five locks in succession. Unfortunately, the locks are on a timing device and automatically relock after 6 rounds. If an Open Lock check fails by 5 or more, the auto-lock mechanism triggers and relocks all opened locks as well. Each lock has a separate auto-lock mechanism, and each one can be disabled with a successful Disable Device check (DC 35).
35
2d4
The Thunder Below p.49
Notes
Got Trapfinding (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding)? Seeing as how awesome Disable Device is, you may want to find a resource to add it to your available class skills (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills).
Other Skill Guides
Bluff (http://www.giantitp.com/forums/showthread.php?504559-Stop-Flubbing-Your-Bluffs-The-reference-guide-to-successful-truthtelling&p=21342024)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21683962)