Sometimes a character needs to attack or break an object
Objects are easier to hit than characters because they usually don't move, but many are tough enough to shrug off some
damage from each blow.
Object
Defense and Bonuses to Attack: Objects are harder or easier to hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The base
Defense of objects is shown on
Table: Size and Defense of Objects.
Table: Size and Defense of Objects
|
Size (Example)
|
Defense
|
Colossal (jetliner) |
-3
|
Gargantuan (army tank) |
1
|
Huge (typical car) |
3
|
Large (big door) |
4
|
Medium-size (dirt bike) |
5
|
Small (chair) |
6
|
Tiny (laptop computer) |
7
|
Diminutive (paperback book) |
9
|
Fine (pencil) |
13
|
An object being held, carried, or worn has a
Defense equal to the above figure + 5 + the opponent's Dexterity modifier + the opponent's class bonus to
Defense. Striking a held, carried, or worn object provokes an
attack of opportunity from the character who holds it. (If a character has the
Sunder feat, he or she doesn't incur an
attack of opportunity for making the attempt.)
Table: Substance Hardness and Hit Points
|
Substance
|
Hardness
|
Hit Points
|
Paper |
0
|
2/inch of thickness |
Rope |
0
|
2/inch of thickness |
Plastic, soft |
0
|
3/inch of thickness |
Glass |
1
|
1/inch of thickness |
Ceramic |
1
|
2/inch of thickness |
Ice |
0
|
3/inch of thickness |
Plastic, hard |
2
|
5/inch of thickness |
Wood |
5
|
10/inch of thickness |
Aluminum |
6
|
10/inch of thickness |
Concrete |
8
|
15/inch of thickness |
Steel |
10
|
30/inch of thickness |
Table: Object Hardness and Hit Points
|
Object
|
Hardness
|
Hit Points
|
Break DC
|
Lock |
|
|
|
Cheap |
0
|
1
|
10
|
Average |
3
|
5
|
15
|
High quality |
5
|
10
|
20
|
High security |
10
|
120
|
35
|
Ultrahigh security |
20
|
150
|
40
|
Manufactured objects1 |
|
|
|
Fine |
0
|
1
|
10
|
Diminutive |
0
|
1
|
10
|
Tiny |
1
|
2
|
10
|
Small |
3
|
3
|
12
|
Medium-size |
5
|
5
|
15
|
Large |
5
|
10
|
15
|
Huge |
8
|
10
|
20
|
Gargantuan |
8
|
20
|
30
|
Colossal |
10
|
30
|
50
|
Firearm, Medium-size |
5
|
7
|
17
|
Rope |
0
|
2
|
23
|
Simple wooden door |
5
|
10
|
13
|
Strong wooden door |
5
|
20
|
23
|
Steel door |
10
|
120
|
35
|
Cinderblock wall |
8
|
90
|
35
|
Chain |
10
|
5
|
26
|
Handcuffs |
10
|
10
|
30
|
Metal bars |
10
|
15
|
30
|
1Figures for manufactured objects are minimum values. The GM may adjust these upward to account for objects with more strength and durability. |
Energy Attacks: Acid and sonic/concussive attacks deal normal
damage to most objects.
Electricity and fire attacks deal half
damage to most objects; divide the
damage by 2 before applying the hardness. Cold attacks deal one-quarter
damage to most objects; divide the
damage by 4 before applying the hardness.
Ineffective Weapons: The GM may determine that certain
weapons just can't deal
damage effectively to certain objects.
When a character tries to break something with sudden force rather than by dealing
damage, use a Strength check to see whether he or she succeeds. The DC depends more on the construction of the object than on the material.
If an object has lost half or more of its
hit points, the DC to break it decreases by 2.
Repairing damage to an object takes a full hour of work and appropriate
tools. (Without the
tools, a character takes a -4 penalty on his or her Repair check.) At the end of the hour, make a Repair check (DC 20). Success restores 2d6
hit points. If damage remains, the character may continue to make repairs for as many hours as it takes to restore all the object's
hit points.
Find topic in: Bullet Points, Characters, Combat, Future |
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