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GM Screen
Pathfinder Unchained
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Consolidated Skills
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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).
Device
Time
Finesse DC
Example
Simple
1 round
10
Jam a lock
Tricky
1d4 rounds
15
Sabotage a wagon wheel
Difficult
2d4 rounds
20
Disarm or reset a trap
Extreme
2d4 rounds
25
Disarm 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.