| A Temp. Agent |
Just as it title asks.
It came up recently in a game where we found a Chime and I thought I would have had a good chance to open up a standard locked door, but someone looked it up and said that it didn't do that.
It's interesting that it calls out that it uses Caster Level, which is 11 for the item, but it doesn't specify that it add a +10 bonus to the Caster Level check like Knock does, despite being a magical item based on Knock.
It would make sense that at CL 11th, the Knock item would guarantee an unlock of at least a simple lock, a high likelihood of an average good, a decent shot at a Good lock, and even a small chance at a Superior Lock.
But as written, the item itself is not even as effective as a minimum caster level Wizard of 3rd level casting the spell as they would get a +13.
Granted, it does dispel Hold Portal or Arcane Lock up to 14th level, but the base spell at least suspends those for 10 minutes.
Chime of Opening:
Aura moderate transmutation; CL 11th
Slot none; Price 3,000 gp; Weight 1 lb.
Description
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 11th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.
Construction
Requirements Craft Wondrous Item, knock; Cost 1,500 gp
Knock
Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock (see table at right) with a +10 bonus.
If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.
| Azothath |
ADVICE/GENERAL forum commentary
this OGL item for PF1 has garnered critiques since 2009...
Chime of Opening unlikely to open locks, 2015
it has never made the "Items that can save you" thread
just use break:T1 for locks or AZ Focus:D2 for Disable Device along with a diviner's touch (insight bonus) or skill success boost like crafter's fortune, aid another, etc.
Diego Rossi
|
| 1 person marked this as a favorite. |
ADVICE/GENERAL forum commentary
this OGL item for PF1 has garnered critiques since 2009...
Chime of Opening unlikely to open locks, 2015it has never made the "Items that can save you" thread
just use break:T1 for locks or AZ Focus:D2 for Disable Device along with a diviner's touch (insight bonus) or skill success boost like crafter's fortune, aid another, etc.
Disable device is a trained-only skill, so you need at least a rank in it to benefit from Aram Zey's Focus or diviner's touch.
I am sure you are aware of that, but it is better to make that clear.
| Azothath |
hopefully they invested a rank for Disable Device otherwise DC10 is the limit.
Lock picking (this thread's topic) is usually accomplished using a manufactured weapon but two castings of a simple first level spell are also likely to work.
Only newbies to d20 games think the Chimes are really good.
My PCs have used blink to simply walk through doors or walls bypassing mundane obstacles or open the door from the other side... it is just higher spell level use.
Diego Rossi
|
| 2 people marked this as a favorite. |
hopefully they invested a rank for Disable Device otherwise DC10 is the limit.
Untrained, you can't use it at all.
Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated “Trained Only”).
***
DISABLE DEVICE
(Dex; Armor Check Penalty; Trained Only)
| Azothath |
I'm aware or that. For some reason I think DC 10 is the 'common' default use even for trained only skills, it may be a knowledge check thing or another skill caveat. DC 10 might be a rabbit snare or simple open pit that you could fill in with dirt (both not on the Trap list and begs the question is the trap destroyed or disabled?). Lowest trap DC on AoN is 12 for swinging log... lol as that's too high.
Diego Rossi
|
| 1 person marked this as a favorite. |
I'm aware or that. For some reason I think DC 10 is the 'common' default use even for trained only skills, it may be a knowledge check thing or another skill caveat. DC 10 might be a rabbit snare or simple open pit that you could fill in with dirt (both not on the Trap list and begs the question is the trap destroyed or disabled?). Lowest trap DC on AoN is 12 for swinging log... lol as that's too high.
It is a Knowledge skill thing. Untrained, you can try only checks with a DC of 10 or less, unless you have access to a library.
| Azothath |
sometimes my home game or what I think is sensible slips into my casual posts. This post is clearly in the wrong forum (see above). I can see some GMs going NO! you can't use a skill for an obvious and common tasks due to RAW but I'm not in that group and believe skills need to have more utility/worth in the Game.
You can advocate against that and I'll just look at you sadly from across the table.
Diego Rossi
|
sometimes my home game or what I think is sensible slips into my casual posts. This post is clearly in the wrong forum (see above). I can see some GMs going NO! you can't use a skill for an obvious and common tasks due to RAW but I'm not in that group and believe skills need to have more utility/worth in the Game.
You can advocate against that and I'll just look at you sadly from across the table.
If we go with RL examples, allowing characters (PC and NPCs) to use Disable Device for tasks with a DC of 10 is perfectly fine.
The example for that DC is:
Device Simple
Time 1 round
Disable Device DC* 10
Example Jam a lock
Most people can do that even with improvised equipment. It will probably take more than 6 seconds.
I was able to open the latch of a window using a paper ID card with a plastic sleeve, and I decidedly amn't a Rogue. Doing that required almost half an hour. (My house, a gust of wind had slammed the door closed.)
It also doesn't affect game balance. It is the level of DC where you make a bear trap snap shut using a tree branch.