Disable trap
From NWNWiki
This skill allows the character to perform a variety of actions on a trap.
- Ability: Intelligence
- Cross-Class: Yes
- Requires Training: Yes
- Check: There are four progressively difficult actions that a character may perform on a trap; the base DC is determined by the difficulty rating of the trap and is modified by the action being performed. Assessing a trap to determine its difficulty modifies the DC by -7. Flagging a trap to make it visible to the rest of the party modifies the DC by -5. Disarming a trap uses the base DC. Recovering a trap modifies the DC by +10.
- Special: Rogue is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the set trap skill a character gets a +2 synergy bonus on disable trap checks.
- Spectacular Failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off if a DC check is failed by 10 or more.
- Use: Assess, flag, recover, and disarm are radial menu options off of a detected trap.
[edit] Notes
- Traps recovered with this skill are considered "stolen" and therefore many merchants will not buy them.
- Allows for a take 20 when the character is not in combat, or if the character has the skill mastery feat.
- The default disarm DC's for the standard traps are listed in the notes for the set trap article. However, module designers are free to change this value.
- The official description has an error. Any class can disarm a DC 35 trap. Rogue is the only class capable of disarming traps with a DC greater than 35.
- The special prohibition involving rogues only applies to disarming a trap. Any class can successfully examine, flag, or recover any trap, provided the skill check is passed.
