New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 18 of 18
  1. - Top - End - #1
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Saboteur's Cookbook: Masterwork Disable Device tools

    Disable Device (Int)



    From the SRD
    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 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).

    Device Time DC Example
    Simple 1 round 10 Jam a lock
    Tricky 1d4 rounds 15 Sabotage a wagon wheel
    Difficult 2d4 rounds 20 Disarm a trap, reset a trap
    Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device

    If you attempt to leave behind no trace of your tampering, add 5 to the DC.

    Action
    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.

    Try Again
    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.

    Special

    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.

    Restriction
    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.

    The spells fire trap, glyph of warding, symbol, teleportation circle, ghoul glyph (LM p.66), breathbarb (web) & sign of sealing (SC p.190) 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.

    Complete Adventurer p.99 & Dungeonscape p.45
    You can reduce the amount of time it takes to disable a device or add a bypass element to an existing trap.
    Bypass Trap: You try to incorporate a bypass element enabling you to avoid a trap’s effects if you encounter it again later. Doing this imposes a –10 penalty on your Disable Device check. If you succeed, you can not only bypass a trap without disarming it (just as if you had beat the trap’s DC by 10 or more—see page 72 of the Player’s Handbook) but also add a bypass element allowing you or your companions to avoid triggering the trap again later. For example, you could insert a wedge that blocks the gears of a mechanical trap, or pick out a narrow path between the pressure plates that trigger poison darts from the wall.
    Quick Disable: You can try to disable a device more quickly than normal. To reduce the time required to disable any device to a full-round action, add +20 to the DC. For example, a trap that normally requires a DC 20 check and 2d4 rounds to disarm could be disabled in 1 round with a successful DC 40 check.

    Epic Rules
    The character can rush his or her Disable Device attempt, reducing the amount of time it takes to perform the attempt.
    Reduce To DC Modifier
    1 round +20
    Move Equivalent Action +50
    Free Action +100

    But I know the trap is there: Book of Challenges p.32 & 33:
    PCs who know a trap’s location and effect - such as many of the already triggered traps in this encounter - should find it easier to avoid or disable them. When Characters approach such a trap, consider granting a +2 to +4 circumstance bonus on Search checks to find them, Disable device checks to disarm them, and Reflex saves to avoid them.

    Variant: What disabling a Device Means
    So, you have made your Disable Device check against a trap. What does that do to it? In this variant rule, that depends on the amount by which you beat the DC. Check the paragraph below that corresponds to your margin of success for the check result.


    0-3: The next time the trigger would spring the trap, it doesn’t. After that however, the trigger operates normally, and another Disable Device check is required to disarm it again.
    4-6: You messed it up. The trap won’t work again until it’s reset. If it’s a trap that resets automatically, use the next result below.
    7-9: You really broke it. The trap won’t go off again until someone repairs it using the craft (trapmaking) skill. If you don’t wish to destroy the trap mechanism, you can voluntarily avoid doing so.
    Song and silence:
    7–9: You really broke it. It won’t go off again until someone repairs it using the Craft (trapmaking) skill. This repair costs 1d8X10% of the trap’s total construction cost. If you don’t wish to destroy the trap mechanism, you can voluntarily reduce the repair cost required.
    10+: You can either break the trap as above or add a bypass element. This latter option enables you to either get past the trap without triggering it or avoid its effect. For example, you could disable a narrow path through the pressure plates that trigger poison darts from the wall or note the tiny niche in the wall that provides refuge from the rolling boulder.

    Degrees of Failure: DMG p.32:
    Usually failure itself is a sufficient problem and does not need to be compounded. However, failure can sometimes cause additional problems, such as a setting off a trap or alerting a sentry to the characters’ presence. When such consequences exist, a check that fails by 5 or more causes them to occur. For example, if Lidda the rogue misses a Disable Device check by 5 or more, she sets off the trap she’s trying to disable. Skills that carry an additional risk on a failed check include Disable Device: Device triggers, or is not disabled.

    Open a Lock, or Disable It?: Rules Compendium p.44:
    If you have the skill to disable traps of every imaginable variety, including magic traps, why can’t you understand how to disable a simple mechanical lock? The answer, of course, is legacy. The 2nd Edition of the game distinguished between the skills, and so 3rd Edition did as well. One possible solution is to ignore this and make Disable Device work on locks. An average lock is DC 25 to open. That means you have to invest a lot in the Open Lock skill to be effective. However, the investment is likely to be moot when the barbarian bashes open all the locked doors. Just to rub salt in the wound, the wizard has a 2nd-level spell that opens locks regardless of the difficulty of picking them. When you can reliably open locks without taking 20, the party likely no longer needs you to do so. Have more fun by putting your skill points elsewhere, such as in Tumble. That way you can get out of the scrapes you’ll inevitably get into when the barbarian breaks open all those doors. —Matthew Sernett, designer

    Sabotage: DMG 2 p.188:
    This could be as simple as petty vandalism or as dangerous as a legitimate attempt to destroy the business. The business owner should make a special profit check to determine how bad the damage is, opposed by the saboteur’s Disable Device check (which should be equal to the business owner’s base profit check). Success indicates the attempt was thwarted in time, but failure indicates damage. The profit check for this term takes a
    –4 penalty.

    Sabotage: City of Stormreach p.140
    Disable Device checks can be used to sabotage armor and weapons, hampering their effectiveness or even causing them to fall apart in the heat of battle. A viewer can identify a sabotaged item with close examination (Search DC 20 or 25). Use the table below to determine the DC for a particular Disable Device check.

    Sabotage DC
    Simple Weapon -5
    Exotic Weapon +5
    Make weapon unwieldy (–2 on attack rolls) 10
    Make weapon unwieldy (–4 on attack rolls) 15
    Make weapon inaccurate (–2 on damage rolls) 10
    Make weapon inaccurate (–4 on damage rolls) 15
    Make weapon fragile (falls apart on successful hit) 20
    Make weapon deadly (change nonlethal to lethal) 15
    Make armor weaker (–1/4 armor bonus) 20
    Make armor weaker (–1/2 armor bonus) 25
    Make armor more encumbering (+2 check penalty) 15
    Make armor more encumbering (+4 check penalty) 20
    Make armor fragile (falls apart on enemy’s miss) 25
    +5 on Search DC to determine sabotage +5

    Sabotage Siege Engines: Heroes of Battle p.94
    You can use this skill to sabotage siege engines, rendering them inoperable.
    Check: Your DM makes your check secretly, so that you don’t necessarily know whether you have succeeded. Most normal siege engines have a DC of 20 to disable. Magic siege engines have a DC of 25. You can try to sabotage a siege engine so that appears functional until it is first used, but doing so increases the DC by 5.
    Action: Sabotaging a siege engine takes 2d4 rounds.

    Elements of a Trap: SRD & Song and Silence p.26All traps—mechanical or magic—have the following elements: trigger, reset, Search DC, Disable Device DC, attack bonus (or saving throw or onset delay), damage/effect, and Challenge Rating. Some traps may also include optional elements, such as poison or a bypass. These characteristics are described in the trap statblock.
    Search and Disable Device DCs The builder sets the Search and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.

    Armor/Equipment Traps: BOVD p. 40:
    Vindictive or paranoid creatures sometimes trap their equipment so that a trap activates if someone else attempts to use their gear. Perhaps the most common trap of this type is a contact poison spread across the surface of the item—a poison to which the owner is immune. Even more devious are tiny, spring-loaded needles and pop-up clamps, again coated with poison. Such a trap deals 1 point of damage and delivers whatever poison the owner wishes to use. These traps usually have a Search DC of 30 but a Disable Device DC of only 20: they are made to be difficult to find but simple enough to deactivate or remove. Larger items may have many such traps. A blackguard, for example, might have eight or ten traps on his plate armor. More complicated still are traps that render equipment useless to unauthorized users. An armor trap could cause the armor’s joints to seize. A weapon’s blade might come loose in the middle of combat, and a rope can be rigged so that unless special precautions are taken, it breaks when used.

    Obstacle DCs. Remember Trapfinding is necessary if you want to disarm magical traps and magical trap analogs.

    Obstacle Typical DC Time (rounds) Source
    Mechanical Trap: The base DC for both Search and Disable Device checks is 20. Raising or lowering either of these affects the base cost and CRs shown on the source table 20 2d4 Song and Silence p.26 & SRD
    Magic Trap: The DC for both Search and Disable Device checks is equal to 25 + spell level of the highest-level spell used. Only characters with the trapfinding ability can attempt either check. These values do not affect the trap’s cost or CR. 25 + spell level 2d4 SRD & Song and Silence p.26
    Standard Hinges: These hinges are metal, joining one edge of the door to the doorframe or wall. Remember that the door swings open toward the side with the hinges. (So, if the hinges are on the PCs’ side, the door opens toward them; otherwise it opens away from them.) Adventurers can take the hinges apart one at a time with successful Disable Device checks (assuming the hinges are on their side of the door, of course). Such a task has a DC of 20 because most hinges are rusted or stuck. Breaking a hinge is difficult. 20 2d4 DMG p.62, SRD
    Nested Hinges: These hinges are much more complex than ordinary hinges, and are found only in areas of excellent construction. These hinges are built into the wall and allow the door to swing open in either direction. PCs can’t get at the hinges to fool with them unless they break through the doorframe or wall. Nested hinges are typically found on stone doors but sometimes on wooden or iron doors as well. 20 Time to Break doorframe +2d4 DMG p.62, SRD
    Encounter Traps: Single Attack Source: Each successful Disable Device check disables one attack source, allowing the others to function normally. Unlike standard Disable Device checks that take 2d4 rounds to complete, making a Disable Device check on a single attack source takes 1 round. varies 2d4 Dungeonscape p.120
    Encounter Traps: Central Location: Some traps have a central location that, if disarmed, shuts down the entire trap. Making a Disable Device check on a central disarm location takes 1d4 rounds. varies 1d4 Dungeonscape p.120
    Invisible Traps: Mechanical attack traps can be rendered invisible by casting invisibility (PH 245) and permanency (PH 259) on them. Creatures that cannot see invisible objects take a –20 penalty on Search checks to find invisible traps. However, they take only a –10 penalty on Disable Device checks to disarm invisible traps, because much of the art of disarming a trap is based on touch. Ranged or melee attack traps that have been rendered invisible deny their targets a Dexterity bonus. -10 Typically 2d4 Dungeonscape p.129
    Invisible Doors: Tricky to open, owing to the difficulty of finding their moving parts, opening an unlocked invisible door is a standard action rather than a move action. Any mechanisms built into an invisible door are also invisible. Search checks to find a trap on an invisible door take a –20 penalty, while Disable Device or Open Lock checks take a –10 penalty. Any effect that allows a character to see an invisible door negates these penalties, as does the Tactile Trapsmith feat (Complete Adventurer 112). -10 Typically 2d4 Dungeonscape p.146
    Machinery: These moving contraptions can be dangerous to those caught within. Most such machinery can be jammed with a successful DC 20 Disable Device check, but doing so could have unintended consequences. Stopping a conveyor might only cause ore to pile up, but disabling a piston that pumps cool water into a boiler might trigger an explosion. 20 Presumably 2d4 Dungeonscape p.150
    Complex Disable Device Skill Checks: Nearly any trap can be made to require a complex Disable Device check rather than a simple one. If the trap requires a large number of successes (six or more) or if the attempt is ruined by less than three failures, adjust the Challenge Rating of the trap up by 1 or 2 to reflect the greater difficulty of disarming the trap. A trap that requires a complex skill check may have a higher cost and Challenge Rating than a trap of the same sort that only requires a simple check; see the following table. Page 75 of the Dungeon Master’s Guide has information on the cost of various kinds of traps. Varies Varies Unearthed Arcana p.83
    Disarming Magic Runes: A rogue can use her Disable Device skill to disable runes (DC 25 + the spell's level), like any magic trap. (DC 25 + the spell's level) 2d4 Forgotten Realms Campaign Setting p.59 & Magic of faerun p.20
    Disarming a Lair Ward: As a stationary magic item, a lair ward is essentially identical to a magic trap (even though some have beneficial rather than harmful effects). A character with the trapfinding ability (including rogues and characters affected by a find traps spell) can use Search to find lair wards and Disable Device to deactivate them. The DC for both checks is 25 + the spell level of the highest-level spell used in the lair ward’s construction. A successful Disable Device check suppresses the ward’s magical properties for 1d4 rounds, just as if the character had cast dispel magic on it. If the character beats the DC by 10 or more, she suppresses its magical properties for 1d4 minutes instead. 25 + the highest spell level 2d4 Draconomicon p.84
    Disarming Trapped Weapon: Particularly mean-spirited creatures (such as kobolds) trap weapons themselves. Unless the trap is spotted, the weapon itself seems normal and perfectly functional. The fi rst time it is used (usually in combat), the trap springs. Trapped weapons fall apart dramatically, dealing no damage to a creature they are used against: A sword crumbles into pieces, a bow breaks in half as its string is drawn back, an axe head fl ies loose and shatters. As the weapon breaks, the handle breaks open as well, allowing a large number of spring-loaded spikes and hooks to burst out and into the wielder’s hands. 20 2d4 DMG2 p.45
    Resetting Trapped Weapon: If a rogue successfully disarms a trapped weapon, it can be used as a standard weapon of its type. Resetting the weapon to be trapped requires a second successful Disable Device check. 20 2d4 DMG2 p.45
    Psionic Seal: Some mind flayers know how to create a special type of magic item that are similar to psionic tattoos known as a psionic seal although the design is created purely by psionic power. Psionic seals can be inscribed on flesh or on just about anything else, including doors, hallways, chests, articles of clothing, weapons, or pages of a book. When scribed on an object, a psionic seal can be set to activate in response to one of three events: when touched and willed to activate, when touched at all (useful for traps), or when a creature with specific observable characteristics moves within 5 feet of the psionic seal. In the latter case, the seal must be in plain view. A harmful psionic seal is considered a magic trap. It is rarely hard to find, since it must be in plain view to function, but disarming the trap requires a Disable Device check (DC 25 + spell level of the spell or power used to make the seal).In any case, a psionic seal fades away after it is triggered once. (DC 25 + spell level of the spell or power used to make the seal) 2d4 Lords of Madness p.69
    Black Luminary, Pitch: This 4-foot-wide steel half-orb sheds deeper darkness in a 60-foot radius around itself. Not even creatures that can normally see in the dark can see in this darkness, and it cancels out any normal light as well as any magical light of 2nd level or lower. The orb has a shutter that enables a person standing beneath a ceiling-mounted pitch black luminary to conceal or reveal the item (and the resulting darkness) with a move action. Finding and disabling the pitch black luminary’s magical effect requires DC 28 Search and Disable Device checks (suppresses ward for 1d4 rounds, unless the DC is beaten by 10 or more, then 1d4 minutes). 28 2d4 Draconomiconp.84 & Dragons of eberron p.71
    Arcane Seal: A rogue or artificer can sense the presence of a arcane seal by making a successful Search check (DC 28). A rogue or artificer can temporarily disable the alarm using an arcane key (see next page). Opening an arcane seal in this manner triggers the seal’s mental alert, unless that effect has already been suppressed. This requires a successful Disable Device check, with a DC of 10 + the caster level of the seal. Success suppresses the effect for 10 minutes. 10+caster level of the seal varies Sharn City of 2 Towers p.168 & 169
    Death Warden Chanter's Great Rune: A completed rune is anywhere from 1 to 5 feet in diameter, depending on the desires of the chanter who created it. Once completed, a rune is no more difficult to notice than an ordinary drawing. (DC 25 + 1/2 chanter’s class level + chanter’s Wis modifier Varies Ghostwalk p.24
    Harvest a Ciruja's Gas Spheroid: touch attack with a range increment of 10 feet. When the spheroid strikes a solid surface, it explodes into a cloud of pale yellow gas that fills a 5-foot-diameter circle. Living creatures that come in contact with this gas must make a DC 14 Fortitude save (con based) or be paralyzed for 3d6 minutes. A ciruja generally has eight spheroids available to launch at a time. Expended spheroids regrow in 24 hours. It is possible to harvest these spheroids for use as grenadelike weapons with a successful DC 25 Disable Device check. Harvested spheroids remain potent for 6 hours. 25 2d4 Dragon Compendium p.185
    Render Boomshroom patch inert: Boomshroom patches always regrow in the same spot no matter what’s done to purge them. It takes a boomshroom a tenday to regrow once triggered. It is possible to pick the boomshrooms, which renders them inert. 27 2d4 Magic of Faerun p.44
    Disable a Blast disk: A character who has trapfinding can find (Search DC 28) and disable (Disable Device DC 28) a blast disk. 28 2d4 MIC p.152
    Disable a Glyph Seal: An activated glyph seal functions as the spell glyph function of a glyph of warding and can be detected and disabled as a magic trap (DC 30). 30 2d4 MIC p.161
    Disable a Footsaw Trap: A creature can discover a concealed footsaw trap with a successful Search check (DC 15). Once found, the trap can be disabled with a successful Disable Device check (DC 15). 15 1d4 Races of Faerun p.159
    Removing your Opponent's Quick-Escape Armor in Combat: Ingeniously crafted, this armor uses special buckles, straps, and releases so it can be removed in mere moments, but takes twice as long to don. It is a favorite of wealthy sailors and adventurers who anticipate going near bodies of water. As a standard action, the wearer pulls and twists on a special lock which causes the armor to fall away. Each lock is unique in operation, making it difficult for anyone other than the owner to undo, especially in the middle of battle. A Disable Device check (DC 30) is required for someone other than the wearer to release the armor in combat. 30 Standard Action? AEG p.16
    Remove Quick Escape Armor outside of Combat Situation: For example, a rogue sneaking up on a sleeping guard. 15 Standard Action AEG p.16
    Disable an Armor or Equipment Trap 20 ?? BOVD p. 40
    Free victim from a locked garrote: no EWP [locking garrote]: If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind. Naturally, it’s impossible for any character to take 10 or take 20 on this check unless the victim trapped in the device is already dead. 25 2d4 Song and Silence p.52
    Free victim from a locked garrote: With EWP (locking garrote): If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind. 10 1 round Song and Silence p.52
    Set Automated Footpad to set off touch or proximity triggered traps: 25 2d4? Song and silence p.53
    Disarm Leaking Nuclear Reactor: CR 8; mechanical; location trigger; constant effect; never miss; onset delay (2 rounds) (radiation, DC 20 Fortitude save resists 1d4 Con/1d6 Con, plus –1 Con each round of exposure after secondary damage); multiple targets in defined area (25-ft.-by-45-ft. room); Search DC 35. 40+nuclear engineering training 2d4? Return to the temple of the frog p.23
    Shim cracked floor masonry about to collapse: Someone that knows this skill can use materials from another area to improvise shims to place in the cracks in the floor masonry. That keeps the pressure plates beneath the floor from activating. One check takes 2d4 rounds and is sufficient to disarm the triggers along a single path to the northern doors. 20 2d4 Shattered Gates of Slaughterguard p.72
    Jam Elevators: The four elevators in this room lead to four different places. They move every round on initiative count 0, going up on odd rounds and down on even rounds. Their entire movement occurs during their turn. It’s visually obvious whether an elevator platform is present. A DC 20 Disable Device check that takes 2d4 rounds is sufficient to stop an elevator platform’s movement. 20 2d4 Shattered Gates of Slaughterguard p.33
    Notice that the Forgotten King's Scepter can be reassembled: A successful DC 10 Disable Device or DC 15 Search check reveals that the forgotten king's scepter can be reassembled. 10 1 round Fortress of the yuan ti p.59:
    Reassemble the Forgotten King's Scepter: Doing so requires two DC 15 Craft (metalworking)or Profession (jeweler) checks, or two DC 22 Disable Device checks. If any check fails by 5 or more, a piece of the scepter is bent or damaged in the attempt, and it can never be restored. 22 (*2) 2d4 Fortress of the yuan ti p.59:
    Hampering the Undying Temple: A rogue with ranks in Disable device can prevent the temple from using its spell like abilities within the boundaries of a given room inside it. The walls of each room are laced with nearly invisible magical circuitry not unlike that created by a magical trap such as glyph of warding. A rogue who makes a successful search check (DC 34) can detect this circuitry. By making a successful Disable device check DC 34, a character inside a room within the temple can effectively break the circuit, which not only prevents the temple from using its spell like abilities in that room, but also cuts off its ability to see via blindsight and communicate via telepath with any creatures in that room. Disableing this trap requires only 1d4 rounds, but the temple tends to direct its attacks against anyone who tinkers with its circuitry. Failing the check by 5 or more means that the character is targeted by an enervation attack as if cast by the temple. 34 1d4 City of the spider queen p.103
    Unbarring a cage Door 15 1d4 eyes of the lich queen p.122
    Removing a Dragonshard from a bound elemental airship that has crashed: Extracting the shard from its housing chamber without breaking it requires a DC 25 Disable Device check. If the check fails by 5 or more, or if anyone attempts to remove the shard by any other means, it shatters and becomes worthless. 25 2d4 eyes of the lich queen p.94
    Operate an airship's course, speed, and heading, a number of shipboard functions: They are controlled from the main deck (all are standard actions). Anyone on the bridge can open the bay doors to area 18 and deploy or recall the soarwood lifeboats there. Another control can activate or deactivate the antimagic field in the vault (area 19). Crew members of the Dragon can perform these tasks automatically. Anyone else must make a DC 15 Profession (sailor) check or a DC 20 Disable Device check. 20 standard action Voyage of the Golden Dragon p.4-5
    Lock the helm controls on the quarterdeck of an elemental bound air vessel. This small deck above the bridge provides an excellent view of the sky. A secondary helm can be used to pilot the ship if the captain or first mate transfer control from the bridge. Success on a DC 25 Disable Device check allows someone to lock the helm controls on the quarterdeck. 25 2d4 Voyage of the Golden Dragon p.4-5
    The pirate uses Disable Device to locate a weak joint on a hot steam pipe and fires his crossbow at it (AC 12). If his bolt hits, a blast of superheated steam is unleashed on two adjacent 5-foot squares (Telgin’s choice), dealing 3d6 points of fire damage to anyone in those spaces (Reflex DC 14 half). ??? ??? Voyage of the Golden Dragon p.11
    Determine Bomb volatility/ Delay bomb countdown: Any Disable Device or Knowledge (arcana) check reveals that if the bomb is moved, it will detonate 1 round later. A DC 25 Disable Device check delays the bomb’s countdown by 1d6 rounds, but the bomb cannot be disarmed. Only one such check can be made, and failure wastes a round of countdown time. 25 1 round Voyage of the Golden Dragon p.12
    Remove rigged tindertwigs from ad hoc gas trap: A DC 25 Search check reveals the tindertwigs fastened to the doorframe of the lab. A DC 25 Survival check reveals the presence of volatile gas in the air to anyone outside. A DC 25 Disable Device check allows a PC to remove the tindertwigs without igniting the gas and to carefully air out the room, removing the threat. 25 2d4 Voyage of the Golden Dragon p.19
    Figure out how to open a super fancy high end wall safe: In the southern wall in the section of the room that serves as a bedchamber is a cleverly hidden wall safe. A successful Search check (DC 40) discovers it, but to figure out how to open it a character must first make a successful Disable Device check (DC 40) to find the hidden catch that causes a panel to slide back and expose the safe’s door. Once the trick to opening this panel is known, it may be reset and reopened quickly as a standard action. 40 2d4 The Thunder Below p.49
    Disarm autolocks on a super fancy high-end wall safe: The safe itself is locked with a series of five combination locks. To unlock the safe, a character must unlock all five locks in succession. Unfortunately, the locks are on a timing device and automatically relock after 6 rounds. If an Open Lock check fails by 5 or more, the auto-lock mechanism triggers and relocks all opened locks as well. Each lock has a separate auto-lock mechanism, and each one can be disabled with a successful Disable Device check (DC 35). 35 2d4 The Thunder Below p.49

    Notes
    Got Trapfinding? Seeing as how awesome Disable Device is, you may want to find a resource to add it to your available class skills.

    Other Skill Guides
    Bluff
    Survival
    Knowledge

  2. - Top - End - #2
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Classes
    Spoiler
    Show

    Rogue's Special Abilities (Dragon Magazine #326:
    Swift Kick - You no longer receive a penalty on Disable Device checks if you do not have tool (though you still receive the benefit if you have Masterwork tools). The time a Disable Device check takes is reduced by one category:
    Difficult & Wicked – 1d4 rounds
    Tricky – 1 round
    Simple – Free Action

    Disciple of Dispater: BOVD p.60:
    Device Lore (Ex): A disciple of Dispater can find traps made mostly of metal just as a rogue can. Furthermore, he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.

    Watch Detective: Masters of the Wild p.76

    Watch Detective Skill Synergy: At 4th level, the watch detective may choose the skill combination of Spot-Disable Device. If he has at least 5 ranks in both of the selected skills, he gains a +2 synergy bonus on checks involving both.

    Nightsong infiltrator: Complete adventurer p.64
    Teamwork Infiltration (Ex): At 2nd level, a nightsong infiltrator can spend 1 hour studying a small area (typically up to 10 feet square, such as a doorway or guard post) from a distance of no more than 60 feet in order to prepare for infiltrating that area, gaining a +2 competence bonus on Balance, Climb, Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble checks attempted in that area for the next 24 hours. All allies within 30 feet of the infiltrator gain the same bonus in that area. (The allies need not be present while the infiltrator studies the area.) At 8th level, this bonus increases to +4.
    Skill Mastery (Ex): At 6th level, a nightsong infiltrator can take 10 on Climb, Disable Device, Open Lock, or Search checks even if stress and distractions would normally prevent her from doing so.
    Specialized Tools (Ex): At 6th level, after studying an area for teamwork infiltration, a nightsong infiltrator can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check (the specific type of Craft specialty required is up to the DM; blacksmithing, leatherworking, or woodworking are all likely candidates), and a set of artisan's tools for the Craft skill in question. The tool prepared by the infiltrator grants a +4 circumstance bonus on all checks made with one of the following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, or Sleight of Hand. This bonus doesn't stack with the circumstance bonus granted by any other set of tools (such as a disguise kit or masterwork thieves' tools). The tool works only in the studied area, and it works only for 24 hours (though the infiltrator can rebuild the tool by following the same process).

    Arcane Trickster: SRD & Tome and Blood p.49
    Ranged Legerdemain (Su): Using his unique talents, an arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Pick Pocket. Working at a distance increases the normal skill check DC by 5, and the arcane trickster cannot take 10 on the check. Any object so manipulated must weigh 5 pounds or less. The arcane trickster can use ranged legerdemain only a certain number of times per day as determined by his level (see Table 3-4: The Arcane Trickster). He can make only one ranged skill check each day, and only if he has at least one rank in the skill being used.

    Sanctified one of Oldimarra: Complete Champion p.101
    Good Catch (Ex): Whenever you make a Disable Device check, you can choose to roll a second time before learning the result of your check. If you do so, you must use the result of your second attempt.

    Mythic Exemplar of Dardallion: Complete Champion p.87
    Paragon’s Gift, Least (Su): At 2nd level, you gain supernatural abilities that allow you to channel the spirit and skills of your paragon. This requires a swift action to invoke, lasts for a number of rounds equal to your mythic exemplar level, is usable once per day, and has a caster level equal to your mythic exemplar level. Dardallion: You gain a +5 insight bonus on Disable Device, Hide, Move Silently, and Open Lock checks.

    Trapsmith: Du p.55:

    Master Disarmer (Ex): When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.
    Quick Fingers (Ex): Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the Player's Handbook. If you have the quick fingers alternative class feature (see page 13), reduce the time needed for checks on difficult and wicked traps to 1d3 rounds.
    Device Time DC
    Simple 1 standard action 10
    Tricky 1 round 15
    Difficult 1d4 rounds 20
    Wicked 1d4 rounds 25+
    Avoid Disaster (Su): At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.

    Dark lantern: Five Nations p.71
    Skill Mastery (Ex): At 5th level, when making a Climb, Disable Device, Open Lock, or Search check, you can take 10 even if stress and distractions would normally prevent you from doing so.

    Death Warden Chanter: Ghostwalk p.24:
    Clan Rune (Active): All dwarves within 30 feet of this rune gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. A completed rune is anywhere from 1 to 5 feet in diameter, depending on the desires of the chanter who created it.

    Doomlord: Planar Handbook p.48:
    Destructive Expertise (Ex): As agents of destruction, 2nd-level doomlords may add half his class level as a bonus on Disable Device and Knowledge (architecture and engineering) checks when attempting to take apart or disable traps and other objects.

    Divine Seeker: FRCS p.46 & PGTF p.52:
    Thwart Magic Trap (Glyphs): A divine seeker gains a +4 bonus on all Search and Disable Device checks to locate, disable, or bypass magic glyphs, runes, and symbols/Magic Traps.

    Silver key: Dragonmarked p.121:
    Crafty Hands (Su): At 2nd level, you develop the ability to manipulate mechanical devices with your mind, allowing you to make Open Lock and Disable Device checks at a distance of up to 60 feet. Activating this ability is a move action, after which you make the appropriate check as normal. You can move and manipulate objects weighing up to 5 pounds (including your warder’s keys), allowing you to use any bonuses that such objects add to your checks. However, you cannot manipulate those objects in any other way (such as hurling them at a foe). If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal. On a failed check, you must use another move action to reactivate this ability.

    Chameleon, Races of Destiny:
    Stealth Focus: +2 competence bonus on Disable Device checks (+4 at 5th level)

    Techsmith, Faiths and Pantheons:
    Technical Knack:
    +2 competence bonus on Disable Device checks (+4 at 5th level, and +6 - at 8th)

    Perfect Wight: SRD & ELH p.34:
    Improved Legerdemain (Su): A perfect wight can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Pick Pocket, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. A perfect wight can use improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th, and so on).


    ACFs and Substitution Levels
    Spoiler
    Show

    Trapkiller Barbarian ACF: Dungeonscape p.8: Replace trapsense with limited trapfinding. Use survival at -5 penalty to search for traps. Once you find a mechanical trap, you can attempt to disarm it by making an attack roll. You succeed if the result exceeds the Disable Device DC of that trap. Only traps with moving mechanisms or gears (such as shifting f oor panels, dropping portcullis gates, or arrow traps) can be disarmed in this manner; simple pitfalls and most magic traps have no mechanism to be so disrupted. You must be able to reach the trap with a melee attack to make a disarm attempt. If you fail to disarm the trap, you automatically spring it.

    Ranger Trap Expert ACF: Dungeonscape p.13: Trade Track bonus feat for the trapfinding ability of the rogue. In addition, you gain Disable Device as a class skill. You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps.

    Quick Fingers Rogue ACF: Dungeonscape p.13: Trade level 3's Trap Sense with Quick Fingers; When you use Disable Device to disarm a trap, the time required to perform the check is reduced. Use the following table in place of the one on page 72 of the Player’s Handbook.
    Device Time DC
    Simple Move Action 10
    Tricky Standard Action 15
    Difficult Full Round action 20
    Wicked 1d4 rounds 25+

    Kobold Rogue Substitution Level: Races of the Dragon p.109: Shrewd Trapfinding (Ex): Starting at 1st level, each time a kobold rogue takes a substitution level, she gains a cumulative +2 competence bonus on Search checks to find traps and on Disable Device checks to disarm traps. This bonus is lost if the kobold rogue does not have a number of ranks in Craft (trapmaking) equal to or greater than her rogue class level. This substitution feature alters but does not replace the standard rogue’s trapfinding class feature

    Warforged Artificer Substitution Level: Races of Eberron p.131:
    Trade retain essence for a weapon familiar, an
    intelligent magic melee weapon crafted by a warforged artificer that is magically linked to its creator, much like a normal familiar is linked to its master. A weapon familiar grants special abilities to its creator while held (as shown on the table below). Each weapon familiar grants one special ability based on the effort required to use it (light, one-handed, or two-handed) and its damage type (bludgeoning, piercing, or slashing). Light Weapons grant +3 bonus on Disable Device checks.

    Rogue dead levels: Web: Makeshift Tools (Ex): At 14th level, a rogue becomes so familiar with mechanisms and traps that the character can make Disable Device checks without a set of thieves' tools at no penalty. Skilled Saboteur (Ex): At 20th level, a rogue makes quick work out of mechanisms and traps, disabling devices in one-half the normal time. A device that normally takes 1 round to disable now takes 1 standard action, allowing the character to make a move action afterward.

    Dwarf Rogue sub. levels Dragon Magazine #338:
    Expert Demolitionist - +2 Competence bonus on Craft, Disable Device, and Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so).
    Rapid Demolitionist - Craft, Disable Device, & Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so) take ½ the normal time.
    Full Round Action → Standard Action.
    Standard Action → Move Action.
    Move Action → Free Action.


    Critters
    Spoiler
    Show

    Spriggan: Fiend Folio p.163: +4 racial bonus on Climb, Disable Device, Move Silently, Open Lock, and Sleight of Hand checks.

    Aquatic Goblin UA p.7: Thievery: +2 racial bonus on Disable Device and Sleight of Hand checks.

    Hybsils: Monsters of faerun p.61: +4 racial bonus on Disable Device and Search checks for purposes of locating and disabling outdoor traps

    Mad Gnome: Dragonlance Campaign Setting p.27: +2 racial bonus to open lock and disable device. Can use these skills even if they have 0 ranks in them.


    Feats & Skill Trick
    Spoiler
    Show

    Skill Focus (Disable Device): SRD: You get a +3 bonus on all checks involving that skill

    Nimble Fingers: SRD: You get a +2 bonus on all Disable Device checks and Open Lock checks.

    Tactile Trapsmith Complete adv. p.112:
    You add your Dexterity bonus (rather than your Intelligence bonus) on all Search and Disable Device checks. In addition, you receive no penalty on these checks for darkness or blindness.

    Lucky Fingers: Complete scoundrel p.79:
    [Luck] You can expend one luck reroll as an immediate action to reroll a Disable Device, Open Lock, or Sleight of Hand check. You gain one luck reroll per day.

    Clever Improviser Complete scoundrel p.85: [Manipulation skill Trick] When making a Disable Device or Open Lock check without using thieves’ tools, you ignore the normal –2 penalty. You can use this trick any number of times per day until you fail a Disable Device or Open Lock check made without using thieves’ tools. After a failure, you can’t use Clever Improviser again until after you have rested for 8 hours.

    Trap Engineer: Dungeonscape p.46: After finding or setting off a trap in a dungeon, you gain a +2 bonus on future Search checks and Disable Device checks to find or disarm traps in that same dungeon.

    Combat Tinkering: Dungeonscape p.44: You gain a +4 bonus on Concentration checks to avoid being distracted in combat while making Disable Device or Open Lock checks. You also gain a +4 bonus when attempting to quicken a Disable Device or Open Lock check.

    Trapmaster: Lost Empires of Faerun, p. 9: [General]: Benefit The bonus for your trap sense ability increases by 4. In addition, you gain a +2 bonus on all Disable Device checks.

    Truebond (Ritual of Theft) DMG 2 p.235:
    You gain a +2 bonus on any Open Lock or Search check on which you take 20, and on any Bluff, Disable Device, or Sleight of Hand check on which you take 10.

    Recitation of Mindful State: TOM p.232: You gain a competence bonus equal to one-third your truenamer level on your next skill check using one of the following skills: Craft, Disable Device, Forgery, Open Lock, or Sleight of Hand.

    Trap Warden: Dragonmarked p.144:
    1/day, reroll any one Search or Disable Device check. The decision to reroll must be made before learning the outcome of the original roll, and you must accept the result of the second roll.


    Equipment
    Spoiler
    Show

    Arcane Key: Sharn City of 2 Towers p.169: This is a set of thieves tools enchanted to allow the bearer to interact with mystical bonds and seals. A rogue—and only a rogue— equipped with an arcane key can use Open Lock against a door sealed with arcane lock or hold portal, and he can use Disable Device to temporarily shut down the alarm function of an arcane seal. To pick a mystically sealed lock, the character must make a successful Open Lock check. The DC of the check is increased by 10. Doors sealed by magic may not have any sort of physical lock; in this case, the DC of the Open Lock check is 20. A successful check permanently dispels the effects of hold portal, while the sealing magic of arcane lock and arcane seal is simply suppressed for 10 minutes. Opening an arcane seal in this manner triggers the seal’s mental alert, unless that effect has already been suppressed. This requires a successful Disable Device check, with a DC of 10 + the caster level of the seal. Success suppresses the effect for 10 minutes. 500 GP.

    Telkiira: Lost Empires of Faerun p.155: +4 enhancement bonus to Int and 10 ranks in four int, wis, or cha based skills. Elfblooded only. 100,000gp.

    Thieves’ Tools: SRD & PHB p.130: Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.

    Thieves’ Tools, Masterwork: SRD & PHB p.130: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.

    Ghost Gauntlet: DMG 2 p.262: Grants you a +5 competence bonus on Disable Device and Open Lock checks. Price: 68,782 gp.

    Chronocharm of the Laughing Rogue: MIC p.86: Price: 500 gp Activation: Immediate (mental) This miniature hourglass hangs on a thin silver chain. When you activate this chronocharm, you can immediately reroll a single Disable Device skill check that you just attempted. You can activate this item after the success or failure of the first roll has been determined (even if your failure resulted in accidentally setting off a trap), but before any ramifications of that roll have been applied. The result of second roll replaces the first result. This ability functions once per day. Prerequisites: Craft Wondrous Item, haste. Cost to Create: 250 gp, 20 XP, 1 day.

    Gloves of Manual Prowess: MIC p.106: Price: 3,000 gp (7th) Body Slot: Hands Activation: Swift (mental): Gloves of manual prowess allow you to temporarily excel at tasks involving fine manual dexterity. These gloves have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a competence bonus on the next Disable Device, Forgery, Open Lock, Sleight of Hand, or Use Rope check you make. You must begin the check within 1 round of activating the gloves. You can’t apply this bonus when you take 10 or take 20—it only applies on a check you actually roll.
    1 charge: +5 competence bonus.
    2 charges: +7 competence bonus.
    3 charges: +10 competence bonus.
    Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 1,500 gp, 120 XP, 3 days.

    Arcane Thieves' Tools: MIC p.150: Price 1,400 gp. Activation: Swift (mental) This set of picks, pins, and levers is housed in a supple leather bag decorated with arcane runes. This set of masterwork thieves’ tools is the perfect accessory if you depend on a blend of magic and skill to achieve your thieving goals. In addition to granting the normal +2 circumstance bonus on Disable Device and Open Lock checks, these tools can grant a character with the trapfinding class feature a special benefit. When activating the tools, you can expend an arcane spell or arcane spell slot of 1st level or higher to gain a +5 competence bonus on either a Disable Device check or an Open Lock check begun before the end of that turn. Prerequisites: Craft Wondrous Item, knock, trapfinding. Cost to Create: 700 gp, 56 XP, 2 days.

    Warforged Components: Finger Picks: Forge of War p. 120: Embedded in the Hands: These delicate, intricate tools function as masterwork thieves’ tools that grant an additional +2 bonus on Disable Device and Open Lock checks, for a total bonus of +4. Prerequisites: Craft Wondrous Item, knock. Cost to Create: 200 gp (plus 100 gp for masterwork thieves’ tools), 16 XP, 1 day. Price: 500 gp

    Thieves’ Tools, Longspoon: Complete adv p.123: These specially modified thieves’ tools are mounted on long, thin handles, enabling the user to manipulate latches, tinker with locks, and probe traps from a position up to 5 feet away and well off to the side of the target device. A 1-inch-diameter mirror mounted on a long handle gives the user a good view of the object being manipulated. Though some traps can inflict harm even at a distance, these tools make it possible for a wary rogue to avoid many common hazards, such as poison needles, spurting acid, and the like. Using these tools is more time-consuming and less accurate than taking a direct approach; longspoon tools add 2 rounds to the time required to make a Disable Device or Open Lock check and impose a –2 penalty on any Disable Device or Open Lock check for which they are used. Longspoon thieves’ tools are available in normal or masterwork versions. The masterwork version provides a +2 bonus on Disable Device and Open Lock checks, but the time required to make a check is not reduced. 70gp.

    Automated Footpad: Song and silence p.53: A gnome creation, this device looks like a small, wind-up toy. When wound and set in motion, it heads off in a straight line, making distinct, audible footsteps every few seconds. Its chief purpose is to distract guards’ attention by making it seem that someone is walking down a corridor, though it can also make a useful trap-detection tool. If the user makes a successful Disable Device check (DC 25), the device can set off a touch- or proximity-triggered trap. 30 GP.

    Lockslick: Dungeonscape p.36: When applied to a trap or mechanism, lockslick provides a +2 alchemical bonus on a Disable Device check to disarm it. The effect lasts on the lock or trap until it is thoroughly scrubbed clean (a full-round action). Construction: DC 25 Craft (alchemy) check, 60 gp. Weight: 1/2 lb. Price: 180 gp.

  3. - Top - End - #3
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Spells, Powers, Incarnum etc.
    Spoiler
    Show
    Instant Locksmith: Complete adv. p.153 Assassin, sor/wiz 1;swift action; 1 round duration: You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check.

    Bigby’s Helpful Hand: PHB2 p.102: Sor/Wiz 1: 1 hour/level The spell grants you a +2 competence bonus on Craft, Disable Device, and Open Lock checks for the duration of the spell. It can hold a single object weighing up to 20 pounds.

    Understand Device: Magic of Faerun p.130: Cleric 3, Initiate of Gond 3; 1 minute/level: You can make untrained Disable Device checks as if you had a half rank in that skill. If you already have the Disable Device skill, this spell gives you a +4 competence bonus on Disable Device checks. PGTF p.117: You can make untrained Disable Device and Open Lock checks as if you had 1/2 rank in each skill. You gain an insight bonus equal to your caster level (maximum +15) on Disable Device and Open Lock checks.

    PGTF: P118. wieldskill

    Unapproachable East p. 53 Watchware

    Fiendish codex 1 p.93: extract gift

    Microkinesis: Mind’s eye: Psychokinesis Level: Psychic rogue 3 Display: Visual Manifesting Time: 1 standard action Range: Touch Duration: 1 round/level Saving Throw: None (object) Power Resistance: Yes (object) Power Points: 5 You can use telekinesis to replace your standard tools when using your Open Locks and Disable Device skills. Augment: For each additional 2 power points you spend, you gain a +1 bonus on your Open Locks and Disable Device checks made with this power.

    Theft Gloves: MOI p.89: While you have theft gloves shaped, you gain a +2 insight bonus on Disable Device, Open Lock, and Sleight of Hand checks. This soulmeld also lets you make Disable Device, Open Lock, and Sleight of Hand checks untrained. Essentia: Every point of essentia you invest in your theft gloves increases the insight bonus by 2.

    Kobold Domain, Races of the Dragon Web: allows to use the Disable Device skill to disarm magic traps.


    Magic location
    Spoiler
    Show
    Iron Wyrm Vault: Complete Scoundrel p.149: Special Ability (Ex): Breaching the iron wyrm vault grants the thief great insights into his own powers of stealth and thievery. The character gains one of the following as a bonus feat: Nimble Fingers, Skill Focus (Disable Device, Hide, Move Silently, Open Lock, or Search), Stealthy, or Tactile Trapsmith (see the sidebar). Furthermore, the successful burglar gains a +2 bonus on Diplomacy and Gather Information checks made to influence or gain information from any thief, freedom fighter, or other opponent of the nation that controls the iron wyrm vault (as long as the character’s escapade is known to them). However, he takes a –2 penalty on the same checks made in conjunction with guards, members of the noble class, and other “respectable” sorts within that nation.


    Organization
    Spoiler
    Show

    Wartower Wardens Affiliation: Dungeonscape p.59: Rank 2: Wartower Guard: Gain +2 competence bonus on Disable Device, Open Lock, and Search checks in the dungeon. Learn the command words to open guild caches in the dungeon, though you must pay for any items taken.


    Sources left that must be checked: All D&D adventures, Dragons of Faerun, Faiths and pantheons, power of faerun, shining south, Dragonlance campaign setting

  4. - Top - End - #4

  5. - Top - End - #5
    Ogre in the Playground
     
    GilesTheCleric's Avatar

    Join Date
    Oct 2012
    Location
    Anatevka, USA

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Thank you for making these. Skills seem to get shorter shrift than other game mechanics, it seems, so it's nice to have the focus on them.

    Do you mind linking to your other skill handbooks within each of them? Some folks may have signatures disabled/ be on mobile.
    Last edited by GilesTheCleric; 2017-04-03 at 09:08 AM.

    "Gentlemen, you can't fight in here. This is the War Room!" – Kubrick, "Dr. Strangelove"
    I do still exist. I'm active on discord. Priestess of Neptune#8648

  6. - Top - End - #6
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Quote Originally Posted by GilesTheCleric View Post
    Thank you for making these. Skills seem to get shorter shrift than other game mechanics, it seems, so it's nice to have the focus on them.

    Do you mind linking to your other skill handbooks within each of them? Some folks may have signatures disabled/ be on mobile.
    Yeah. I can do that. It might get hairy on the knowledge skill one, seeing as how there were some serious space issues.

    I appreciate your appreciation. Skills are awesome, but their permitted utility is spread across 100 books plus web articles. So just putting it all together is necessary to see what you can actually do.

  7. - Top - End - #7
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    That pretty much finishes this one. Just a few more sources to go over by hand. Stronghold builder's guide p.38, 70, DLCS p.80

    So, that leaves us to speculate on some builds.

    Things to note:

    Pay attention to language: Some disable device bonuses and penalties apply only to traps, mechanical traps, or "checks." This only becomes an issue if you want to try to max out the highest DD skill that you can so as to sabotage your opponents weapons and armor in combat. Sabotage doesn't necessarily get the bonuses that only apply to traps.

    Theft Gloves Soulmeld grants insight bonus to DD, but conflicts with magic items on the hands slot.

    Legend of the Silver Skeleton adventure has a bunch of magic traps that when you beat the trap DC, you get a spell gem with the number of charges that the trap has left.

    Automated Footpad Abuse We all know we want to.


    Soooo...A few solicitations
    If you want dragon mag material, I'll cut and paste it in. Cite your sources.

    What is the highest we can get DD using LA:0 race by level 6?

  8. - Top - End - #8
    Ettin in the Playground
     
    BlackDragon

    Join Date
    Oct 2011
    Location
    Mexico
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    amazing guide!
    Handbook in Process:Getting the Facts Straight: A Guide to the Factotum

    Homebrew:
    Spoiler
    Show
    The Singular Band: There can be only one
    Khayal: A monster class worth playing


    Quote Originally Posted by Deophaun View Post
    Player: I'll use a classic ploy. "Help! Guards! He's having a seizure!"
    DM: You're the only one in the prison.
    Player: I'm very convincing.
    DM: And there are no guards.
    Player: But there's masonry.
    DM: It's not even animate, let alone sentient.
    Player: That's ok. I'll take the penalty.

  9. - Top - End - #9
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Just found this: Fortress of the yuan ti p.59:
    Spoiler
    Show
    Treasure: A successful DC 10 Disable Device or DC 15
    Search check reveals that the forgotten king's scepter can be reassembled. Doing so requires rwo DC 15 Craft (metalworking)or Profession (jeweler) checks, or two DC 22 Disable Device checks. Ifany check fails by 5 or more, a piece of the scepter is bent or damaged in the attempt, and it can never be restored. If the PCs do manage to reassemble the scepter, they gain an advantage against the risen king (see encounter 54-A, page 52). The scepter is worth 3,000 gp whole, or its base components can be sold for 1,750 gp.


    Just found this little diddy in return to the temple of the frog p.23:
    Leaking Nuclear Reactor: CR 8; mechanical; location trigger; constant effect; never miss; onset delay (2 rounds) (radiation, DC 20 Fortitude save resists 1d4 Con/1d6 Con, plus –1 Con each round of exposure after secondary damage); multiple targets in defined area (25-ft.-by-45-ft. room); Search DC 35; Disable Device DC 40 + nuclear engineering training. Anything out there that can allow you to make disable device checks untrained...

    ----
    Shattered Gates of Slaughterguard p.8
    Disable Device: Someone that knows this skill can use materials from L3 to improvise shims to place in the cracks in the floor masonry. That keeps the pressure plates beneath the floor from activating. One check takes 2d4 rounds and is suffi cient to disarm the triggers along a single path to the northern doors.

    SGoS p.33
    Elevators: The four elevators in this room lead to four different places. They move every round on initiative count 0, going up on odd rounds and down on even rounds. Their entire movement occurs during their turn. It’s visually obvious whether an elevator platform is present. A DC 20 Disable Device check that takes 2d4 rounds is sufficient to stop an elevator platform’s movement.
    ----
    The Thunder Below p.49:
    Spoiler
    Show
    In the southern wall in the section of the room that serves as a bedchamber is a cleverly hidden wall safe. A successful Search check (DC 40) discovers it, but to figure out how to open it a character must first make a successful Disable Device check (DC 40) to find the hidden catch that causes a panel to slide back and expose the safe’s door. Once the trick to opening this panel is known, it may be reset and reopened quickly as a standard action. The safe itself is locked with a series of five combination locks. To unlock the safe, a character must unlock all five locks in succession. Unfortunately, the locks are on a timing device and automatically relock after 6 rounds. If an Open Lock check fails by 5 or more, the auto-lock mechanism triggers and relocks all opened locks as well. Each lock has a separate auto-lock mechanism, and each one can be disabled with a successful Disable Device check (DC 35).


    Voyage of the Golden Dragon p.4-5:
    Spoiler
    Show
    In addition to the Dragon’s course, speed, and heading, a number of shipboard functions are controlled from here (all are standard actions). Anyone on the bridge can open the bay doors to area 18 and deploy or recall the soarwood lifeboats there. Another control can activate or deactivate the antimagic field in the vault (area 19). Crew members of the Dragon can perform these tasks automatically. Anyone else must make a DC 15 Profession (sailor) check or a DC 20 Disable Device check.

    QUARTERDECK This small deck above the bridge provides an excellent view of the sky. A secondary helm can be used to pilot the ship if the captain or fi rst mate transfer control from the bridge. Success on a DC 25 Disable Device check allows someone to lock the helm controls on the quarterdeck.

    p.11: The pirate uses Disable Device to locate a weak joint on a hot steam pipe and fires his crossbow at it (AC 12). If his bolt hits, a blast of superheated steam is unleashed on two adjacent 5-foot squares (Telgin’s choice), dealing 3d6 points of fire damage to anyone in those spaces (Reflex DC 14 half).

    p.12: Any Disable Device or Knowledge (arcana) check reveals that if the bomb is moved, it will detonate 1 round later. A DC 25 Disable Device check delays the bomb’s countdown by 1d6 rounds, but the bomb cannot be disarmed. Only one such check can be made, and
    failure wastes a round of countdown time.

    p.19: A DC 25 Search check reveals the tindertwigs fastened to the doorframe of the lab. A DC 25 Survival check reveals the presence of volatile gas in the air to anyone outside. A DC 25 Disable Device check allows a PC to remove the tindertwigs without igniting the gas and to carefully air out the room, removing the threat.


    eyes of the lich queen p.122
    Spoiler
    Show
    Girallions cage: A sturdy log bars the cage door. Unbarring the door
    requires a DC 15 Strength check or a DC 15 Disable
    Device check.

    p.94: removing a dragonshard:Any character who examines the dragonshard and succeeds
    on a DC 20 Knowledge (arcana) check understands
    that the shard is badly damaged, and the elemental bound
    to the ship must have been in agony. Anyone making a
    successful DC 15 Appraise check realizes that although
    the shard is damaged, it is still worth 2,500 gp. Extracting
    the shard from its housing chamber without breaking it
    requires a DC 25 Disable Device check. If the check fails
    by 5 or more, or if anyone attempts to remove the shard by
    any other means, it shatters and becomes worthless.


    City of the spider queen p.103: Hampering the Undying Temple: A rogue with ranks in Disable device can prevent the temple from using its spell like abilities within the boundaries of a given room inside it. The walls of each room are laced with nearly invisible magical circuitry not unlike that created by a magical trap such as glyph of warding. A rogue who makes a successful search chekc (DC 34) can detect thwi cicuitry. By making a successfull Disable device check DC 34, a character inside a room within the tempmple can effectively break the circuit, which not only prevents the temple from using its spell like abilities in that room, but also cuts off its ability to see via blindsight and communicate via telepath with any creatures in that room. Disableing this trap requires only 1d4 rounds, but the temple tends to direct its attacks against anyone who tinkers with its circuitry. Failing the check by 5 or more means that the character is targeted by an enervation attack as if cast by the temple.

  10. - Top - End - #10
    Ettin in the Playground
    Join Date
    Jul 2011
    Location
    Tula, Russia
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Prestige Classes:
    Chameleon (Races of Destiny): Stealth Focus - +2 competence bonus on Disable Device checks (+4 at 5th level)
    Techsmith (Faiths and Pantheons): Technical Knack - +2 competence bonus on Disable Device checks (+4 at 5th level, and +6 - at 8th)

    Kobold Domain allow to use the Disable Device skill to disarm magic traps.

    Dragon magazine stuff:

    Sinker PrC (#287): Destructive Expertise - +10 insight bonus to Disable Device, can always take 10

    Dwarf Rogue sub. levels (#338):
    Expert Demolitionist - +2 Competence bonus on Craft, Disable Device, and Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so).
    Rapid Demolitionist - Craft, Disable Device, & Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so) take ½ the normal time.
    Full Round Action → Standard Action.
    Standard Action → Move Action.
    Move Action → Free Action.

    Rogue's Special Abilities (#326):
    Swift Kick - You no longer receive a penalty on Disable Device checks if you do not have tool (though you still receive the benefit if you have Masterwork tools).
    The time a Disable Device check takes is reduced by one category:
    Difficult & Wicked – 1d4 rounds
    Tricky – 1 round
    Simple – Free Action
    Saboteur (honorary mention - because of thread's name ): during sundering attacks or attacking objects, ignore ½(Rogue's level) hardness; Rogue's Sneak Attack now works against Constructs

  11. - Top - End - #11
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools


  12. - Top - End - #12
    Ogre in the Playground
     
    Uncle Pine's Avatar

    Join Date
    May 2012
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    This is amazing! Great work as always daremetoidareyo!

    I have a question though: how long would it take to sabotage a weapon or suit of armor? City of Stormreach doesn't list a specific time for this, so would it be the same as normal for a Disable Device check (1, 1d4 or 2d4 round)? I'm trying to find a ruling that could allow me to build a legal RAW character that could sabotage enemy weapons and armors in combat without relying on DM adjutication and/or as many elements as possible to base my ruling as a DM on the matter. Of course, the easiest way to do it is to just swallow the +50/+100 DC modifier to sabotage stuff as a move or free action.

    EDIT: Maybe even as a Silver Key, so I can sabotage equipment of foes 60 ft. away from me.
    Last edited by Uncle Pine; 2017-04-29 at 06:09 AM.
    Extended signature here. Contains: 2 avatars, 3 quotes, a doggo and his friends.

    Kitchen Crashers: an adventure building Iron Chef - First edition running 20/04/18-18/05/18.

  13. - Top - End - #13
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Quote Originally Posted by Uncle Pine View Post
    This is amazing! Great work as always daremetoidareyo!

    I have a question though: how long would it take to sabotage a weapon or suit of armor? City of Stormreach doesn't list a specific time for this, so would it be the same as normal for a Disable Device check (1, 1d4 or 2d4 round)? I'm trying to find a ruling that could allow me to build a legal RAW character that could sabotage enemy weapons and armors in combat without relying on DM adjutication and/or as many elements as possible to base my ruling as a DM on the matter. Of course, the easiest way to do it is to just swallow the +50/+100 DC modifier to sabotage stuff as a move or free action.

    EDIT: Maybe even as a Silver Key, so I can sabotage equipment of foes 60 ft. away from me.
    The whole reason I made this was to figure out how to do that in 6 levels or less.

    Iron chef had a silver key round. I submitted something very similar to what you're suggesting. Someone else did too.

    I imagine the weapon sabotage follows standard times based on DC, so you'll want the quick fingers rogue acf.

  14. - Top - End - #14
    Ogre in the Playground
     
    Uncle Pine's Avatar

    Join Date
    May 2012
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Quote Originally Posted by daremetoidareyo View Post
    The whole reason I made this was to figure out how to do that in 6 levels or less.

    Iron chef had a silver key round. I submitted something very similar to what you're suggesting. Someone else did too.

    I imagine the weapon sabotage follows standard times based on DC, so you'll want the quick fingers rogue acf.
    Well, Instant Locksmith lets you do that as a swift action (free action, but casting the spell requires a swift action) as many times a day as you have 1st level Sor/Wiz spell slots and/or charges in your 750 gp wand (375 gp is you use Sanctum Spell) to burn. That ought to be a good start.
    Last edited by Uncle Pine; 2017-04-29 at 08:52 AM.
    Extended signature here. Contains: 2 avatars, 3 quotes, a doggo and his friends.

    Kitchen Crashers: an adventure building Iron Chef - First edition running 20/04/18-18/05/18.

  15. - Top - End - #15
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Updated with everything!!!. This skill guide should be comprehensive, assuming that Shuri's Drag mag contributions are exhaustive.

    Please, enjoy this guide and feel free to post some crazy build ideas. We already got the disable weapons in combat option a little developed, but no real builds to compare.

    Thanks to all of the contributor(s).

  16. - Top - End - #16
    Ettin in the Playground
    Join Date
    Jul 2011
    Location
    Tula, Russia
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    You missed Sinker prestige class (Dragon #287):
    Destructive Expertise: As agents of destruction, 3rd-level sinkers learn to promote entropy by the most efficient means. The sinker gains a +10 insight bonus to Disable Device and Knowledge (architecture and engineering) skill checks, when attempting to take apart or disable traps and other objects. In addition, the sinker can always take 10 on such checks, even under circumstances when it would normally not be allowed.
    While it may look a bit like similarly-named CF of Doomlord PrC, it's notably different:
    • Sinker's variant allow to "always take 10"
    • Doomlord's bonus is "half his class level" - thus, no more than 5; Sinker's is flat +10
    • also, Sinker's bonus is "insight", Doomlord's - unnamed (so, they even should stack)

  17. - Top - End - #17
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Quote Originally Posted by daremetoidareyo View Post
    That pretty much finishes this one. Just a few more sources to go over by hand. Stronghold builder's guide p.38, 70, DLCS p.80

    So, that leaves us to speculate on some builds.

    Things to note:

    Pay attention to language: Some disable device bonuses and penalties apply only to traps, mechanical traps, or "checks." This only becomes an issue if you want to try to max out the highest DD skill that you can so as to sabotage your opponents weapons and armor in combat. Sabotage doesn't necessarily get the bonuses that only apply to traps.

    Theft Gloves Soulmeld grants insight bonus to DD, but conflicts with magic items on the hands slot.

    Legend of the Silver Skeleton adventure has a bunch of magic traps that when you beat the trap DC, you get a spell gem with the number of charges that the trap has left.

    Automated Footpad Abuse We all know we want to.


    Soooo...A few solicitations
    If you want dragon mag material, I'll cut and paste it in. Cite your sources.

    What is the highest we can get DD using LA:0 race by level 6?
    theft gloves only blocks the magic item on the hand (or vica versa) for its bound effect. you can still enjoy its shaped effect (the insight bonus) if you have a hand item up
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition

  18. - Top - End - #18
    Ettin in the Playground
    Join Date
    Jul 2011
    Location
    Tula, Russia
    Gender
    Male

    Default Re: Saboteur's Cookbook: Masterwork Disable Device tools

    Some more finds:

    Elixir of Perception (Dragon #316): +4 Open Lock, Disable Device, Spot, Search, and Listen for 1 hour; 1000 gp

    Gauntlet of the Deft Hand [attached component] (Dragon #341): on command word, warforged's fingers transform into fine tools suitable to precision work; +5 competence on Craft (fine objects), Disable Device, and Open Locks; 7500 gp; // not so good for direct combat (precludes from holding a weapon, need EWP, and only 1d4 of piercing or slashing damage), but may be deactivated and detached at will

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •