If you're trained in this skill, you are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.

Disable Device task Requires Time Retry DC
Disarm or rig device --- 1 round or more Yes 10 or more
Open lock --- 1 round Yes 20 or more

Disarm or Rig Device: When disarming a trap or other device, 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. 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 trigger 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).

To disarm a magic trap, you must have the trapfinding ability.

Task 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
Extreme 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device
Magic trap 2d4 rounds 25 + spell level Fire trap, glyph of warding, symbol, teleportation circle
Leave no trace of tampering --- +5 ---

Open Lock: As a full-round action, you can attempt to open a lock. The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.

Lock Quality DC
Simple 20
Average 25
Good 30
Superior 40