Breaking Objects

Objects include any items made of non-living material, though they can sometimes include immobile living beings such as trees.   When attempting to break an object, there are typically two options: smash it with a weapon or break it with sheer strength. The mechanics of each method are covered below, along tables of examples for different material types and common objects.  

Smashing an Object

Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the Sunder Combat Maneuver. 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. Object size modifiers to AC are shown in the Size and Armor Class Modifiers table.  

Hardness

Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Substance Hardness and Hit Points; Table: Object Hardness and Hit Points; and Table: Common Weapon and Shield Hardness and Hit Points).  

Hit Points

An object’s hit point total depends on what it is made of and how big it is (see Table: Substance Hardness and Hit Points; Table: Object Hardness and Hit Points; and Table: Common Weapon and Shield Hardness and Hit Points). When an object’s hit points reach 0, it’s ruined.   Very large objects have separate hit point totals for different sections.  

Energy Attacks

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to DM 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

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.  

Immunities

Objects are immune to nonlethal damage and to Critical Hits.   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

Unattended Non-magical Items: 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).   Magical Items: Magic Items always get Saving Throws. A magic item’s save bonuses are equal to 2 + 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.   Attended Items: Items that are held, wielded, or on a character's person are assumed to survive a magical attack unless the descriptive text for the spell or attack specifies otherwise. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks to determine order in which items are affected. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt. If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.  

Animated Objects

Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).  

Breaking Items

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 Sunder) to see whether they succeed. 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 4.   Larger and smaller creatures get a Size Modifier 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: Size and Armor Class Modifiers
SizeAC Modifier
Colossal–8
Gargantuan–4
Huge–2
Large–1
Medium+0
Small+1
Tiny+2
Diminutive+4
Fine+8
  Table: Substance Hardness and Hit Points
SubstsanceHardnessHit Points
Glass11/in. of thickness
Paper or cloth02/in. of thickness
Rope02/in. of thickness
Ice03/in. of thickness
Leather or hide25/in. of thickness
Wood510/in. of thickness
Stone815/in. of thickness
Iron or steel1030/in. of thickness
Mithral1530/in. of thickness
Adamantine2040/in. of thickness
  Table: Object Hardness and Hit Points
ObjectHardnessHit PointsBreak DC
Rope (1 in. diameter)*0223
Simple wooden door51013
Small chest5117
Good wooden door51518
Treasure chest51523
Strong wooden door52023
Masonry wall (1 ft. thick)89035
Hewn stone (3 ft. thick)854050
Chain10526
Manacles101026
Masterwork manacles101028
Iron door (2 in. thick)106028
*The DC for breaking rope assumes application of a typical amount of rope. Use of additional rope (such as using extra rope to further tie up a creature) or insufficient rope may change this DC according to DM discretion.   Table: Common Weapon and Shield Hardness and Hit Points
Weapon or ShieldHardness1Hit Points2
Light blade102
One-handed blade105
Two-handed blade1010
Light metal-hafted weapon1010
One-handed metal-hafted weapon1020
Light hafted weapon52
One-handed hafted weapon55
Two-handed hafted weapon510
Projectile weapon55
Buckler105
Light wooden shield57
Heavy wooden shield515
Light steel shield1010
Heavy steel shield1020
Tower shield520
1Add +2 for each +1 enhancement bonus of Magic Items
2Add 10 hp for each +1 enhancement bonus of Magic Items
    Table: Items Affected by Magical Attacks
OrderItem
1stShield
2ndArmor
3rdMagic helmet, hat, or headband
4thItem in hand (including weapon, wand, or the like)
5thMagic cloak
6thStowed or sheathed weapon
7thMagic bracers
8thMagic clothing
9thMagic jewelry (including rings)
10thAnything else
  Table: DCs to Break or Burst Items
Check to:Strength DC
Break down simple door13
Break down good door18
Break down strong door23
Burst rope bonds23
Bend iron bars24
Break down barred door25
Burst chain bonds26
Break down iron door28
ConditionDC Adjustmnet
Hold Portal+5
Arcane Lock+10

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