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Pathfinder Unchained / Consolidated Skills / Finesse (Dex; Armor Check Penalty; Trained Only)

Disarm Traps or Devices

Source Pathfinder Unchained pg. 58
The GM rolls this type of Finesse check in secret so you don’t know whether you’re successful. If you succeed, you disable the device. If you fail by 4 or less, you don’t disable it, but can try again. If you fail to disable a trap by 5 or more, the trap triggers. If you fail to sabotage a different type of device by 5 or more, you think you succeeded but the device actually functions normally.

You can attempt to leave no trace of your tampering, but this increases the DC by 5. You can rig simple devices (such as saddles and wagon wheels) to function normally and break after some period of time (usually 1d4 rounds or minutes of use).

DeviceTimeFinesse DCExample
Simple1 round10Jam a lock
Tricky1d4 rounds15Sabotage a wagon wheel
Difficult2d4 rounds20Disarm or reset a trap
Extreme2d4 rounds25Disarm a complex trap, cleverly sabotage a clockwork device


Action: Varies (see table). Beginning or continuing the process of disarming is a full-round action.

Try Again: Yes, but only if you fail by 4 or less.