
- Ability: Intelligence.
- Requires Training: Yes.
- Classes: Civilian, Harper Scout, Rogue.
Disable Device is a skill used by saboteurs to inactivate complex devices. This can be done by disassembling them, through rigging, jamming or a controlled release of its energy.
This skill allows the character to perform a variety of actions on a trap.
Check: There are four progressively difficult actions that a character may perform on a trap; base DC is determined by the difficulty rating of the trap, modified by the action being performed.
- Assessing a trap to determine its difficulty modifies the DC by -7.
- Flagging a trap to make it visible to the rest of the party modifies the DC by -5.
- Recovering a trap raises the trap DC by +10.
- Disarming a trap has no effect on the trap DC.
Special: A rogue is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the Set Trap skill a character gets a +2 synergy bonus on Disable Device checks. Spectacular Failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off.
Use: Assess, Flag, Recover, and Disarm are radial menu options off of a detected trap.
Related Feat: Infiltrator
Skills |
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Animal Handling • Appraise • Balance • Bluff • Concentration • Diplomacy • Disable Device • Escape Artist
• Heal • Intimidate • Knowledge • Parry • Perception • Perform • Ride • Search•Sense Motive • Set Trap • Sleight of Hand • Spellcraft • Stealth • Survival • Use Magic Device |