Actions

Damaging Objects

From Titan's Teeth

Main > Combat > Damaging Objects

Smashing an Object

Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver. Smashing an object is like sundering a weapon or shield, except that your combat maneuver check is opposed by the object’s AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.

Armor Class

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.

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.

Damaged Objects

A damaged object remains functional with the broken condition until the item’s hit points are reduced to 0, at which point it is destroyed.

Energy Attacks

For energy attacks divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Ranged Weapon Damage

For mundane ranged attacks divide the damage dealt by 2 before applying the object’s hardness (unless the weapon is a siege engine or something similar).

Immunities

Objects are immune to nonlethal damage and to critical hits.

Tables: Object Hardness and Hitpoints

Weapon or Shield Hardness Hit Points
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 depends on material 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

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.

Object Hardness Hit Points Break DC
Simple wooden door 5 10 13
Good wooden door 5 15 18
Strong wooden door 5 20 23
Iron door (2 in. thick) 10 60 28
Small chest 5 1 17
Treasure chest 5 15 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Rope (1 in. diameter) 0 2 23
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Substance Hardness Hit Points / inch of thickness
Glass 1 1
Paper or cloth 0 2
Rope 0 2
Ice 0 3
Leather or hide 2 5
Wood 5 10
Stone 8 15
Iron or steel 10 30
Mithral 15 30
Adamantine 20 40



COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.