26 lines
1.9 KiB
Plaintext
26 lines
1.9 KiB
Plaintext
Demolitions
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Ability: Intellgence.
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Requires Training: Yes.
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Demolition checks are made when setting, disarming or placing explosives for maximu desired effect.
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Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
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Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
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A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC.
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Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.
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Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
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A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
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A character without a demolitions kit takes a –4 penalty on Demolitions checks.
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Making an explosive requires the Craft (chemical) skill.
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Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.
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NOTE: This skill supplants & fuctions as Disable Trap |