Disable Device (Apath)

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Unofficial rules compendium

Publisher: Trailseeker.

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

In one minute, you try to demolish a stationary object. Make a Disable Device check as if it was a Strength check to break down the construction. This is a noisy process; during this time, you suffer a -20 penalty on Stealth checks.

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.

Fire Fighting

You can try to quench a fire using airtight materials like wet cloth or a heavy blanket or 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.

Intrusion Alert

As a standard action you can set an innocuous object to act as an intruder alert on a door or other closed opening. This can be a hair, some grains of sand, or other ubiquitous object. This is a trap with a Perception and Disable Device DC equal to the result of your skill check. The only result of triggering this trap is that you can see that someone passed by. You can take 10 and 20 on this check, and you can do it unobtrusive with a Sleight of Hand skill check.

Jury-Rig Item

Disable Device can be used to create shoddy, temporary versions of real items. Spend an hour and make a Disable Device check, the difficulty is the value of the item in gold pieces. A jury-rigged item has 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 destroyed item to work with, the Disable Device check gains a +10 bonus while lack of any suitable materials imposes a -10 penalty.

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