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demolitions_skill

Demolitions (Skill)

DEMOLITIONS (INT)

Trained Only

Use this skill to set explosive devices for maximum impact.

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 maxi-mum effect against a structure calls for a check, as does disarming an explosive device.

Build Explosive Device From Scratch: d20sw

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.

You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC. For example, you might decide to make the disarm DC 15. The DC to set the detonator becomes 15 (instead of the normal 10).

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. The GM makes the check (so that you don't know exactly how well you've done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

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 you fail the check, you do not disarm the explosive. If you fail it by more than 5, the explosive goes off.

Shaped Charge: Whenever a character places a mine or other fixed explosive charge, he may choose whether the explosion occurs as the normal spherical blast radius, as a cone with a width equal to the charge’s blast radius (DC 15), or as a 5 foot wide line with a length equal to the charge’s blast radius (DC 20).

Special: You can take 10 when using the Demolitions skill, but you can't take 20.

A character with the Cautious (Feat) feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. .

A character without a demolitions kit takes a -4 penalty on Demolitions checks.

Making an explosive requires the Craft (Chemical) skill. See that skill description for details.

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.

demolitions_skill.txt · Last modified: 2021/12/04 00:39 (external edit)