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		<title>Disable Device - Revision history</title>
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		<updated>2026-08-21T16:52:09Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Disable_Device&amp;diff=3635&amp;oldid=prev</id>
		<title>Arianna: Created page with &quot;Disable Device(Int;Trained Only)  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...&quot;</title>
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				<updated>2021-12-06T10:54:15Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Disable Device(Int;Trained Only)  Check: The Disable Device check is made secretly, so that you don&amp;#039;t necessarily know whether you&amp;#039;ve succeeded.  The DC depends on how tricky...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Disable Device(Int;Trained Only)&lt;br /&gt;
&lt;br /&gt;
Check:&lt;br /&gt;
The Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded. &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
Device Time     Disable&lt;br /&gt;
Device DC1      Example&lt;br /&gt;
&lt;br /&gt;
1. If you attempt to leave behind no trace of your tampering, add 5 to the DC.&lt;br /&gt;
&lt;br /&gt;
Simple 	   1 round         10      Jam a lock&lt;br /&gt;
Tricky 	   1d4 rounds      15      Sabotage a wagon wheel&lt;br /&gt;
Difficult  2d4 rounds      20      Disarm a trap, reset a trap&lt;br /&gt;
Wicked 	   2d4 rounds      25      Disarm a complex trap, cleverly sabotage a clockwork device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Try Again:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Special:&lt;br /&gt;
If you have the Nimble Fingers feat, you get a +2 bonus on Disable Device checks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Restriction:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The spells fire trap, glyph of warding, symbol, and teleportation circle 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.&lt;/div&gt;</summary>
		<author><name>Arianna</name></author>	</entry>

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