Security

Detect Traps

At-will, concentration; you have a chance to detect traps within 3 squares. Use Passive Security vs the DC.

Given the range, this means that if you walk at half speed per round, you will always have a chance to detect a trap before you hit it. If you walk faster, you might not (you're essentially "teleporting" to your destination, then rolling).

Disarm Trap

At-will, melee range; roll Security vs the trap's DC to disarm. Requires that you've spotted the trap. Generally, complete success means you disarm it with no problem, failure means it goes off in your face, and mixed means you can either disarm it with side effects, or not disarm it and escape side effects. Individual traps might have their own modifiers for this.

Detect Secret Doors

Similar to Detect Traps.

Pick Lock

At-will, melee range; roll Security vs the lock's DC to open it. Generally, failure and mixed success do nothing, although some locks may have their own special modifiers such as triggering alarms, retributive damage, or locking even harder on failure.

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