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.
You'll need a set of Thieves' Tools to effectively use this skill, in most campaign settings.
Below are some common DCs and time units involved in a Disable Device check:
| Device | Time | DC | Take 10? | Take 20? | Example or Special Notes |
|---|---|---|---|---|---|
| Disable or rig simple device | 1 round | 10 | Jam a lock | ||
| Disable or rig tricky device | 1d4 rounds | 15 | Sabotage a wagon wheel | ||
| Disable or rig difficult device | 2d4 rounds | 20 | Disable or reset a trap | ||
| Open a simple lock | varies | 20/30 | Yes | Yes | Number after the slash is without using proper tools |
| Disable or rig extremely complex device | 2d4 rounds | 25 | Disable or reset a complex trap, cleverly sabotage a clockwork device | ||
| Open an average lock | varies | 25/35 | Yes | Yes | Number after the slash is without using proper tools |
| Disable a magic trap (such as a symbol spell) | varies | 25 + spell level | Only characters with the Sneak Attack Talent can disarm magic traps. | ||
| Open a good lock | varies | 30/40 | Yes | Yes | Number after the slash is without using proper tools |
| Open an amazing lock | varies | 40/50 | Yes | Yes | Number after the slash is without using proper tools |