Difference between revisions of "Disable Device (Apath)"

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Disable Device is the skill to open locks and remove traps, but it is also the closest Pathfinder has to a gimmickry skill. Besides the uses outlined in the core rulebook, these additional tasks can be performed by anyone trained in Disable Device.
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=== Demolition ===
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As a full-round action, you can use the coup de grace action to break an object. After the attack has caused it's damage make a Disable Device check as if it was a Strength check to break down the construction. An alchemist bomb or explosive device used this way does full damage to construction regardless of its energy type.
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=== Deploy Trap ===
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A trap that has been crafted and is ready to be set up can be deployed using Disable Device. It takes an hour to set up a trap, and requires a Disable Device check with a of DC 20 + CR of the trap. Craft (traps) can be used instead of Disable Device for this check, with a +5 bonus. Failing by 10 or more means the trapper is caught in the trap. Traps dependent on terrain features, such as a pit trap, can only be deployed if such a terrain feature is available. A trap cannot be moved once it has been set up; all a disabled trap is good for is scrap. Traps can also be deployed in just one minute, but such makeshift deployment is much less effective; halve the Perception and Disable Device DCs of the trap and it will stop working after 24 hours.
  
 
=== Find Device ===
 
=== Find Device ===
Disable Device has an additional use - searching for traps, secret doors, and other hidden devices.  
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Knowledge about mechanisms also allows you to find them. Disable Device can be used to search for traps, secret doors, and other hidden devices very near you. As a move action, you can search all adjacent squares using Disable Device instead of Perception. You can search a single adjacent square as a full-round action, this counts as taking 20 on the skill check.
As a move action, you can search all adjacent squares using Disable Device instead of Perception. You search an adjacent 5 ft. square is a full-round action and take 20.  
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=== Fire Fighting ===
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You can try to quench a fire using airtight materials like wet cloth or a heavy blanket ort cloak. This is a standard action. Extinguishing a burning creature this way has a DC equal to the save DC of the effect that started the fire (DC 15 for most mundane fires). Extinguishing a burning square has the same DC, but the DC increases by one for each round the square has been burning, up to a maximum increase of +10.
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=== Fire Starting ===
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You can cause an object or a square of construction to burn as a full-round. The Disable Device DC of this is 5 times the Hardness of the object. Using a flammable like oil, a fire spell, or alchemist fire gives a +10 bonus on this check. A burning object or square takes 1d6 damage per round (ignoring Hardness) and such a fire might spread if the result of the damage roll is greater or equal to the Hardness of the materials in an adjacent square. Creatures in a burning square take 1d6 fire damage and must make a Reflex save (DC 15) or catch on fire. Larger fires cause more damage.
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=== Hurdle Making ===
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While moving through an area with a lot of loose objects, such as a marketplace, workshop, or warehouse, you can topple objects to create hazardous ground behind you. Creatures moving through the area adjacent to where you moved while using this ability must make an Acrobatics check to cross narrow surfaces/uneven ground to move safely. See the Acrobatics skill for details and modifiers. Make a Disable Device check and halve the result; this is the DC of the Acrobatics check. You can use this in most dungeons and areas with only litter and the occasional item available at a -10 penalty.
  
=== Demolition ===
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=== Jury-Rig Item ===
As a standard action, you can use the [[Rules_(Apath)#Damage_to_Objects | coup de grace action to break an object]]. After the attack has caused it's damage make a Disable Device check as if it was a Strength check to break down the construction.
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Disable Device can be used to create shoddy, temporary versions of real items. Make a Disable Device check, the result is the value (in silver pieces) of the item produced in one hour. An expensive item can be jury-rigged over a period of several hours, but a break of one hour or more means the project must be started over. The check must also meet the Craft DC to make the item using the normal Craft rules and failure by 5 or more against this difficulty ruins the attempt. A jury-rigged item has half normal hit points and Hardness, the broken condition, and the fragile property; on any d20 roll of 1 the item breaks and becomes useless. Jury-rigged items must be used within 8 hours or they fall apart, and have no resale value. If you have a broken item to work with, the Disable Device check to jury-rig an item gains a +10 bonus while lack of any suitable materials imposes a -10 penalty.
  
An alchemist bomb or explosive device used this way does full damage to construction regardless of its energy type.
 
 
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Revision as of 13:53, 16 December 2015

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Unofficial rules compendium

Disable Device is the skill to open locks and remove traps, but it is also the closest Pathfinder has to a gimmickry skill. Besides the uses outlined in the core rulebook, these additional tasks can be performed by anyone trained in Disable Device.

Demolition

As a full-round action, you can use the coup de grace action to break an object. After the attack has caused it's damage make a Disable Device check as if it was a Strength check to break down the construction. An alchemist bomb or explosive device used this way does full damage to construction regardless of its energy type.

Deploy Trap

A trap that has been crafted and is ready to be set up can be deployed using Disable Device. It takes an hour to set up a trap, and requires a Disable Device check with a of DC 20 + CR of the trap. Craft (traps) can be used instead of Disable Device for this check, with a +5 bonus. Failing by 10 or more means the trapper is caught in the trap. Traps dependent on terrain features, such as a pit trap, can only be deployed if such a terrain feature is available. A trap cannot be moved once it has been set up; all a disabled trap is good for is scrap. Traps can also be deployed in just one minute, but such makeshift deployment is much less effective; halve the Perception and Disable Device DCs of the trap and it will stop working after 24 hours.

Find Device

Knowledge about mechanisms also allows you to find them. Disable Device can be used to search for traps, secret doors, and other hidden devices very near you. As a move action, you can search all adjacent squares using Disable Device instead of Perception. You can search a single adjacent square as a full-round action, this counts as taking 20 on the skill check.

Fire Fighting

You can try to quench a fire using airtight materials like wet cloth or a heavy blanket ort cloak. This is a standard action. Extinguishing a burning creature this way has a DC equal to the save DC of the effect that started the fire (DC 15 for most mundane fires). Extinguishing a burning square has the same DC, but the DC increases by one for each round the square has been burning, up to a maximum increase of +10.

Fire Starting

You can cause an object or a square of construction to burn as a full-round. The Disable Device DC of this is 5 times the Hardness of the object. Using a flammable like oil, a fire spell, or alchemist fire gives a +10 bonus on this check. A burning object or square takes 1d6 damage per round (ignoring Hardness) and such a fire might spread if the result of the damage roll is greater or equal to the Hardness of the materials in an adjacent square. Creatures in a burning square take 1d6 fire damage and must make a Reflex save (DC 15) or catch on fire. Larger fires cause more damage.

Hurdle Making

While moving through an area with a lot of loose objects, such as a marketplace, workshop, or warehouse, you can topple objects to create hazardous ground behind you. Creatures moving through the area adjacent to where you moved while using this ability must make an Acrobatics check to cross narrow surfaces/uneven ground to move safely. See the Acrobatics skill for details and modifiers. Make a Disable Device check and halve the result; this is the DC of the Acrobatics check. You can use this in most dungeons and areas with only litter and the occasional item available at a -10 penalty.

Jury-Rig Item

Disable Device can be used to create shoddy, temporary versions of real items. Make a Disable Device check, the result is the value (in silver pieces) of the item produced in one hour. An expensive item can be jury-rigged over a period of several hours, but a break of one hour or more means the project must be started over. The check must also meet the Craft DC to make the item using the normal Craft rules and failure by 5 or more against this difficulty ruins the attempt. A jury-rigged item has half normal hit points and Hardness, the broken condition, and the fragile property; on any d20 roll of 1 the item breaks and becomes useless. Jury-rigged items must be used within 8 hours or they fall apart, and have no resale value. If you have a broken item to work with, the Disable Device check to jury-rig an item gains a +10 bonus while lack of any suitable materials imposes a -10 penalty.


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