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- "Chapter 2: Tools\r\n",
- "Building Hazards"
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- "id": "rules-1047",
- "markdown": "<title level=\"1\" right=\"Rules\">[Stealth and Disable](/Rules.aspx?ID=1047)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen determining a hazard’s combat statistics, first decide how the hazard can be located and how hard it is to disable. A hazard where the main challenge is how difficult it is to find, like the Core Rulebook’s hidden pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the [_Armageddon orb_](/Hazards.aspx?ID=19). \n\n## Table 2–13: Stealth and Disable DCs\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Low**</td></tr> <tr><td>–1</td><td>18</td><td>15</td><td>12 to 11</td></tr> <tr><td>0</td><td>19</td><td>16</td><td>13 to 12</td></tr> <tr><td>1</td><td>20</td><td>17</td><td>14 to 13</td></tr> <tr><td>2</td><td>21</td><td>18</td><td>15 to 14</td></tr> <tr><td>3</td><td>23</td><td>20</td><td>17 to 15</td></tr> <tr><td>4</td><td>25</td><td>22</td><td>18 to 17</td></tr> <tr><td>5</td><td>26</td><td>23</td><td>20 to 18</td></tr> <tr><td>6</td><td>28</td><td>25</td><td>21 to 19</td></tr> <tr><td>7</td><td>30</td><td>27</td><td>23 to 21</td></tr> <tr><td>8</td><td>31</td><td>28</td><td>24 to 22</td></tr> <tr><td>9</td><td>33</td><td>30</td><td>26 to 23</td></tr> <tr><td>10</td><td>35</td><td>32</td><td>27 to 25</td></tr> <tr><td>11</td><td>36</td><td>33</td><td>29 to 26</td></tr> <tr><td>12</td><td>38</td><td>35</td><td>30 to 27</td></tr> <tr><td>13</td><td>40</td><td>37</td><td>32 to 29</td></tr> <tr><td>14</td><td>41</td><td>38</td><td>33 to 30</td></tr> <tr><td>15</td><td>43</td><td>40</td><td>35 to 31</td></tr> <tr><td>16</td><td>45</td><td>42</td><td>36 to 33</td></tr> <tr><td>17</td><td>46</td><td>43</td><td>38 to 34</td></tr> <tr><td>18</td><td>48</td><td>45</td><td>39 to 35</td></tr> <tr><td>19</td><td>50</td><td>47</td><td>41 to 37</td></tr> <tr><td>20</td><td>51</td><td>48</td><td>42 to 38</td></tr> <tr><td>21</td><td>53</td><td>50</td><td>44 to 39</td></tr> <tr><td>22</td><td>55</td><td>52</td><td>45 to 41</td></tr> <tr><td>23</td><td>56</td><td>53</td><td>46 to 42</td></tr> <tr><td>24</td><td>58</td><td>55</td><td>48 to 43</td></tr> </table></row><br /> When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You’ll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank are not normally protected against [_detect magic_](/Spells.aspx?ID=66). Most hazards built by intelligent creatures are concealed have at least a trained rank. Table 2–14 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the _Core Rulebook_ can be disabled with master Religion, or by a higher DC with expert Diplomacy.\n\n If you need a Stealth modifier for a complex hazard, just subtract 10 from the listed DC. \n\n## Table 2–14: Minimum Proficiency\n<row gap=\"tiny\">\n<table> <tr><td>**Levels**</td><td>**High**</td><td>**Moderate**</td></tr> <tr><td>0 or lower</td><td>Untrained</td><td>Untrained</td></tr> <tr><td>1–4</td><td>Trained (expert for Perception)</td><td>Trained</td></tr> <tr><td>5–8</td><td>Expert</td><td>Trained</td></tr> <tr><td>9–18</td><td>Master</td><td>Expert</td></tr> <tr><td>19 or higher</td><td>Legendary</td><td>Master</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Stealth and Disable",
- "next_link": {
- "label": "Defenses",
- "url": "/Rules.aspx?ID=1048"
- },
- "previous_link": {
- "label": "Understanding and Choosing Statistics",
- "url": "/Rules.aspx?ID=1046"
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- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "source_raw": [
- "Gamemastery Guide pg. 75"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>",
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- "text": " Stealth and Disable Source Gamemastery Guide pg. 75 When determining a hazard’s combat statistics, first decide how the hazard can be located and how hard it is to disable. A hazard where the main challenge is how difficult it is to find, like the Core Rulebook’s hidden pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the Armageddon orb . ## Table 2–13: Stealth and Disable DCs Level Extreme High Low –1 18 15 12 to 11 0 19 16 13 to 12 1 20 17 14 to 13 2 21 18 15 to 14 3 23 20 17 to 15 4 25 22 18 to 17 5 26 23 20 to 18 6 28 25 21 to 19 7 30 27 23 to 21 8 31 28 24 to 22 9 33 30 26 to 23 10 35 32 27 to 25 11 36 33 29 to 26 12 38 35 30 to 27 13 40 37 32 to 29 14 41 38 33 to 30 15 43 40 35 to 31 16 45 42 36 to 33 17 46 43 38 to 34 18 48 45 39 to 35 19 50 47 41 to 37 20 51 48 42 to 38 21 53 50 44 to 39 22 55 52 45 to 41 23 56 53 46 to 42 24 58 55 48 to 43 When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You’ll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank are not normally protected against detect magic . Most hazards built by intelligent creatures are concealed have at least a trained rank. Table 2–14 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the Core Rulebook can be disabled with master Religion, or by a higher DC with expert Diplomacy. If you need a Stealth modifier for a complex hazard, just subtract 10 from the listed DC. ## Table 2–14: Minimum Proficiency Levels High Moderate 0 or lower Untrained Untrained 1–4 Trained (expert for Perception) Trained 5–8 Expert Trained 9–18 Master Expert 19 or higher Legendary Master ",
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- "url": "/Rules.aspx?ID=1047",
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