You are trained to work with mechanical devices such as locks or traps. This allows you to disarm, open or sabotague simple devices such as locks, traps, or doors.
Check: If using the skill to disarm a trap or device the check is made by the GM in secret. This prevents the player from knowing if they’ve succeeded. The DC depends on the complexity of the device. If the check succeeds the device is disabled. If the check fails by five or more you trigger the trap or break the lock.
You can also use a disable device check to sabotague an item such as a portcullis or saddle to fail or fall off at a predetermined time after the check is made (a couple of hours).
When opening locks the character needs a set of thieves tools. If they do not possess them the DC of the lock is increased by 10. The base DC of a lock is determined by the chart below.
[Lock DCs]
A disable device check is a full round action. If the device is particularly complicated the GM may rule that more than one check is required.