Devices

Key Ability: Intelligence

The devices skill is an applied skill that helps you bypass dangers. With it you can disarm mechanical traps, disable waiting magics, open secured locks, and sabotage complex devices.

Rank 1 Ability

Smash Simple Devices
While anyone can point a spike into an arrow trap they've found to prevent it from coming out or dip a lock in acid to get it to open, it takes a check to disable simple things with less brute force. This ability allows you to find and disable obvious, relatively simple stuff without triggering it, like trip wires. This also includes simple bits of sabotage, suck as jamming a lock so it is unusable rather than smashing it into bits. With this level of training you may disable any device or perform an act of sabotage with a base DC of 10 or less.

The base DC for this check is the search or disable DC, whichever is higher, of the lock, trap, or desired sabotage. It is a move action to search a 5' by 5' area for a trap. If one is present, it can be disabled in 1d4 rounds; the move action spent looking for it counts towards this time. Your check is made at the beginning of this time, with the presence or absence of a trap determining how much time you actually spend. Your check result indicates whether you complete the task, and is modified by conditions as above.

Since you don’t actually know the disable DC of a particular device, you can attempt to disable anything you want with this ability. Attempts to disarm tricky devices (DC 11 to 20) are treated as attempting to use the rank 1 Disarm Tricky Devices ability, and subject to the standard disable length and a -5 check penalty. Any attempt to disarm fiendish devices (DC 21 and above) is treated as an attempt to use the rank 4 Disable Fiendish Devices ability, which you automatically fail regardless of how well you roll and spring the trap immediately. If you're not certain about the difficulty of the trap or sabotage, you may want to leave it to a professional.

Base DC: Device's disable DC (which may not exceed 10 with this ability)

Success: You find any hidden devices in the area, if present, and have disabled it. If you were attempting to sabotage the object, you have completed that.

Failure: You find any hidden devices in the area, if present, and believe you have disabled it, but really haven’t. If there are no hidden devices in the area, you recognize that instead. If you were attempting to sabotage an object, you believe you have succeeded, but really haven't.
DC-6 and below: You find any hidden devices present, because you have triggered them. If you were attempting to sabotage a device, it triggers, breaks, or otherwise does the worst possible thing for you. If you were attempting to damage a gear so that a gate stayed closed, for example, you have instead damaged the lever and stuck the gate in an open position. This is generally not repairable without substantial time and effort or handy replacement parts.

Rank 4 Ability

Disarm Tricky Devices
You know a bit about how mechanical traps, locks, and other devices work, and can successfully disable more difficult devices. This means you can disarm tricky devices, mechanical traps with DCs between 11 and 20. You can also complete more complicated acts of sabotage. Straightforward sabotage of mechanical devices like weapon handles or wagon wheels rests in the DC 11-15 range, while more delicate sabotage like bowstrings that snap on first use are between 16 and 20.

The base DC for this check is the search or disable DC, whichever is higher, of the lock, trap, or desired sabotage. It is a move action to search a 5' by 5' area for a trap. If one is present, it can be disabled in 1d4 rounds; the move action spent looking for it counts towards this time. Your check is made at the beginning of this time, with the presence or absence of a trap determining how much time you actually spend. Your check result indicates whether you complete the task, and is modified by conditions as above. You may retry this check if you have reason to believe the check failed and a retry would still be appropriate, like when you test a door and find it still locked.

If you attempt to hide your work, the DC to notice your tampering is equal to your check result +5. If this is lower than the search DC of the device, it is obvious to anyone who discovers it. If it is higher than the search DC of the device, it is only obvious if their Devices check exceeds the DC you set; the search DC to discover the trap remains unchanged however.

Since you don’t actually know the disable DC of a particular device, you can attempt to disable anything you want with this ability. Any attempt to disarm fiendish devices (DC 21 and above) is treated as an attempt to use the rank 4 Disable Fiendish Devices ability, which you automatically fail if you only have 1 rank in Devices. If you have 2 ranks in Devices, you suffer a -15 penalty to your check, and if you have 3 ranks in Devices you suffer a -5 penalty to your check. If you're not certain about the difficulty of the trap or sabotage, you may want to leave it to a professional.

Base DC: Device's disable DC (which may not exceed 20 with this ability)

Success: You find any hidden devices in the area, if present, and have disabled it. If you were attempting to sabotage the object, you have completed that. If you exceed the DC by more than 5, you find any hidden devices in the area, if present, and understand how the device operates. You can deactivate the device if you like or leave it active and just walk past it (along with anyone else you want to direct). If you were instead attempting to sabotage the device, you have done a very fine job of it. If you exceed the DC by 10 or more, you find any hidden devices in the area and understand how they operates, including how to simply bypass it if you want. You can deactivate the device if you like, leave it active and just walk past it (along with anyone else you want to direct), or temporarily disable it so that you can re-enable it later on with only a swift action. If you were instead attempting to sabotage the device, you have done a very fine job of it.

Failure: You find any hidden devices in the area, if present, and believe you have disabled it, but really haven’t. If there are no hidden devices in the area, you recognize that instead. If you were attempting to sabotage an object, you believe you have succeeded, but really haven't. If you fail the check by more than 5 points, you find any hidden devices present, because you have triggered them. If you were attempting to sabotage a device, it triggers, breaks, or otherwise does the worst possible thing for you. If you were attempting to damage a gear so that a gate stayed closed, for example, you have instead damaged the lever and stuck the gate in an open position. This is generally not repairable without substantial time and effort or handy replacement parts.

Rank 6 Ability

Disable Fiendish Devices
You’ve got all the basics down and can attempt to disable anything you run across, mundane or magical. You can attempt to disarm any mechanical trap with a DC of 21 or higher, as well as perform complicated, precision sabotage. You can also disarm magical traps, which makes you fun to take into wizard tombs.

The base DC for this check is the search or disable DC, whichever is higher, of the lock, trap, or desired sabotage. It is a move action to search a 5' by 5' area for a trap. If one is present, it can be disabled in 1d4 rounds; the move action spent looking for it counts towards this time. Your check is made at the beginning of this time, with the presence or absence of a trap determining how much time you actually spend. Your check result indicates whether you complete the task, and is modified by conditions as above. You may retry this check if you have reason to believe the check failed and a retry would still be appropriate, like when you test a door and find it still locked.

This ability otherwise functions as the Disable Tricky Devices ability.

Rank 8 Ability

Look, A Trap!
Sometimes you need to buy some time, and people who are looking for and dealing with traps are people who are moving slowly. With a bit of work, you can make it look like an object or location is trapped. With 1d4 rounds worth of work, you add enough bits to fake a trap. Since the trap is intended to slow people down instead of actually harming them (which would be accomplished with an actual trap), this false trap is easy to find, requiring only a DC 10 search check to uncover. When an attempt is made to disarm it, the attempt is always successful, revealing the trap to be a fake.

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