When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the
sunder special attack.
Smashing an object is a lot like sundering a weapon or shield, except that your
attack roll is opposed by the object's AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.
Armor Class: Objects are easier to hit than creatures because they usually don't move, but many are tough enough to shrug off some
damage from each blow. An object's
Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (-5 penalty to AC), but also an additional -2 penalty to its AC. Furthermore, if you take a
full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on
attack rolls with a ranged weapon.
Very large objects have separate
hit point totals for different sections.
Energy Attacks: Acid and sonic attacks deal
damage to most objects just as they do to creatures; roll
damage and apply it normally after a successful hit. Electricity and fire attacks deal half
damage to most objects; divide the
damage dealt by 2 before applying the
hardness. Cold attacks deal one-quarter
damage to most objects; divide the
damage dealt by 4 before applying the
hardness.
Ranged Weapon Damage: Objects take half
damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the
damage dealt by 2 before applying the object's
hardness.
Ineffective Weapons: Certain weapons just can't effectively deal
damage to certain objects.
Even animated objects, which are otherwise considered creatures, have these immunities because they are constructs.
Magic Armor, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the
hardness of armor, a weapon, or a shield and +10 to the item's
hit points.
Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal
damage and may ignore the object's
hardness.
Damaged Objects: A damaged object remains fully functional until the item's
hit points are reduced to 0, at which point it is destroyed.
Damaged (but not destroyed) objects can be repaired with the
Craft skill.
Saving Throws: Nonmagical, unattended items never make
saving throws. They are considered to have failed their
saving throws, so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) makes
saving throws as the character (that is, using the character's
saving throw bonus).
Magic items always get
saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its caster level. An attended magic item either makes
saving throws as its owner or uses its own
saving throw bonus, whichever is better.
Animated Objects: Animated objects count as creatures for purposes of determining their
Armor Class (do not treat them as inanimate objects).
When a character tries to break something with sudden force rather than by dealing
damage, use a Strength check (rather than an
attack roll and
damage roll, as with the
sunder special attack) to see whether he or she succeeds. The DC depends more on the construction of the item than on the material.
If an item has lost half or more of its
hit points, the DC to break it drops by 2.
Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open
doors as follows: Fine -16, Diminutive -12, Tiny -8, Small -4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
A crowbar or portable ram improves a character's chance of breaking open a
door.
Table: Common Armor, Weapon, and Shield Hardness and Hit Points
|
Weapon or Shield
|
Hardness
|
HP1
|
Light blade |
10
|
2
|
One-handed blade |
10
|
5
|
Two-handed blade |
10
|
10
|
Light metal-hafted weapon |
10
|
10
|
One-handed metal-hafted weapon |
10
|
20
|
Light hafted weapon |
5
|
2
|
One-handed hafted weapon |
5
|
5
|
Two-handed hafted weapon |
5
|
10
|
Projectile weapon |
5
|
5
|
Armor |
special2
|
armor bonus x.5
|
Buckler |
10
|
5
|
Light wooden shield |
5
|
7
|
Heavy wooden shield |
5
|
15
|
Light steel shield |
10
|
10
|
Heavy steel shield |
10
|
20
|
Tower shield |
5
|
20
|
1 The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium. |
2 Varies by material; see Table: Substance Hardness and Hit Points. |
Table: Substance Hardness and Hit Points
|
Substance
|
Hardness
|
Hit Points
|
Paper or cloth |
0
|
2/inch of thickness |
Rope |
0
|
2/inch of thickness |
Glass |
1
|
1/inch of thickness |
Ice |
0
|
3/inch of thickness |
Leather or hide |
2
|
5/inch of thickness |
Wood |
5
|
10/inch of thickness |
Stone |
8
|
15/inch of thickness |
Iron or steel |
10
|
30/inch of thickness |
Mithral |
15
|
30/inch of thickness |
Adamantine |
20
|
40/inch of thickness |
Table: Size and Armor Class of Objects
|
Size
|
AC Modifier
|
Colossal |
-8
|
Gargantuan |
-4
|
Huge |
-2
|
Large |
-1
|
Medium |
+0
|
Small |
+1
|
Tiny |
+2
|
Diminutive |
+4
|
Fine |
+8
|
Table: Object Hardness and Hit Points
|
Object
|
Hardness
|
Hit Points
|
Break DC
|
Rope (1 inch diam.) |
0
|
2
|
23
|
Simple wooden door |
5
|
10
|
13
|
Small chest |
5
|
1
|
17
|
Good wooden door |
5
|
15
|
18
|
Treasure chest |
5
|
15
|
23
|
Strong wooden door |
5
|
20
|
23
|
Masonry wall (1 ft. thick) |
8
|
90
|
35
|
Hewn stone (3 ft. thick) |
8
|
540
|
50
|
Chain |
10
|
5
|
26
|
Manacles |
10
|
10
|
26
|
Masterwork manacles |
10
|
10
|
28
|
Iron door (2 in. thick) |
10
|
60
|
28
|
Table: DCs to Break or Burst Items
|
Strength Check to:
|
DC
|
Break down simple door |
13
|
Break down good door |
18
|
Break down strong door |
23
|
Burst rope bonds |
23
|
Bend iron bars |
24
|
Break down barred door |
25
|
Burst chain bonds |
26
|
Break down iron door |
28
|
Condition
|
DC Adjustment1
|
Hold portal
|
+5
|
Arcane lock
|
+10
|
1 If both apply, use the larger number. |