PropertyValue
rdf:type
rdfs:label
  • Disable Device
rdfs:comment
  • Disable device allows you to attempt to disable dangerous devices such as traps. Modifying ability: Intelligence Classes: Rogue; Arcane trickster, Assassin, Shadow Thief of Amn Requires training: Yes Check: Disable device is primarily for disabling traps a player will encounter. The DC depends on how tricky the device is. If the check succeeds, you disable the device. Most of the time if you fail a check you can try again, but if you fail critically, the trap is set off. Use: Selected
  • 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 check is determined by the difficulty rating of the trap, modified by the action being performed. 1. * Assessing a trap to determine its difficulty modifies the DC by -7 2. * Flagging a trap to make it visible to the rest of the party modifies the DC by -5 3. * Disarming a trap has no effect on the trap DC 4. * Recovering a trap raises the trap DC by +10
  • 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.
dcterms:subject
check
  • Disable device is primarily for disabling traps a player will encounter. The DC depends on how tricky the device is. If the check succeeds, you disable the device. Most of the time if you fail a check you can try again, but if you fail critically, the trap is set off.
Modifier
dbkwik:nwn2/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Special
  • Only rogues can disable traps with DCs of 20 and above. 5 or more ranks in set trap give a 2 synergy bonus on checks for this skill.
XClass
  • Conscript, Healer, Scholar
dbkwik:thedepths/property/wikiPageUsesTemplate
Ability
  • Intelligence
Classes
Training
  • Yes
Use
  • Manual
  • Selected
Class
  • Scout
Description
  • Disable device allows you to attempt to disable dangerous devices such as traps.
abstract
  • Disable device allows you to attempt to disable dangerous devices such as traps. Modifying ability: Intelligence Classes: Rogue; Arcane trickster, Assassin, Shadow Thief of Amn Requires training: Yes Check: Disable device is primarily for disabling traps a player will encounter. The DC depends on how tricky the device is. If the check succeeds, you disable the device. Most of the time if you fail a check you can try again, but if you fail critically, the trap is set off. Special: Only rogues can disable traps with DCs of 20 and above. 5 or more ranks in set trap give a 2 synergy bonus on checks for this skill. Use: Selected
  • 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 check is determined by the difficulty rating of the trap, modified by the action being performed. 1. * Assessing a trap to determine its difficulty modifies the DC by -7 2. * Flagging a trap to make it visible to the rest of the party modifies the DC by -5 3. * Disarming a trap has no effect on the trap DC 4. * Recovering a trap raises the trap DC by +10 Special: A Scout is the only class capable of disarming traps with a DC of 20 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.
  • 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).