- 1 Exploration
- 1.0.1 Vision And Light
- 1.0.2 Breaking And Entering
- 220.127.116.11 Smashing an Object
- 18.104.22.168.1 Armor Class
- 22.214.171.124.2 Hardness
- 126.96.36.199.3 Hit Points
- 188.8.131.52.4 Saving Throws
- 184.108.40.206 Breaking Items
- 220.127.116.11 Smashing an Object
|Candle||n/a1||5 ft.||1 hr.|
|Everburning torch||20 ft.||40 ft.||Permanent|
|Lamp, common||15 ft.||30 ft.||6 hr./pint|
|Lantern, bullseye2||60-ft. cone||120-ft. cone||6 hr./pint|
|Lantern, hooded||30 ft.||60 ft.||6 hr./pint|
|Sunrod||30 ft.||60 ft.||6 hr.|
|Torch||20 ft.||40 ft.||1 hr.|
|Continual flame||20 ft.||40 ft.||Permanent|
|Dancing lights (torches)||20 ft. (each)||40 ft. (each)||1 min.|
|Daylight||60 ft.||120 ft.||30 min.|
|Light||20 ft.||40 ft.||10 min.|
Vision And Light
In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself.
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a -2 penalty to AC, moves at half speed, and takes a -4 penalty on Search checks and most Strength and Dexterity-based skill checks.
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light and of shadowy illumination for such characters.
Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can’t hide within 60 feet of a character with darkvision unless it is invisible or has cover.
|Weapon or Shield||Hardness||HP1|
|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|
|Armor||special2||armor bonus ×5|
|Light wooden shield||5||7|
|Heavy wooden shield||5||15|
|Light steel shield||10||10|
|Heavy steel shield||10||20|
|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|
|Object||Hardness||Hit Points||Break DC|
|Rope (1 inch diam.)||0||2||23|
|Simple wooden door||5||10||13|
|Good wooden door||5||15||18|
|Strong wooden door||5||20||23|
|Masonry wall (1 ft. thick)||8||90||35|
|Hewn stone (3 ft. thick)||8||540||50|
|Iron door (2 in. thick)||10||60||28|
|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|
Breaking And Entering
When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.
Smashing an Object
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.
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.
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: Common Armor, Weapon, and Shield Hardness and Hit Points; Table: Substance Hardness and Hit Points; and Table: Object Hardness and Hit Points).
An object’s hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points; Table: Substance Hardness and Hit Points; and Table: Object 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.
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.
Certain weapons just can’t effectively deal damage to certain objects.
Magic Armor, Shields, and Weapons
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.
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.
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 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.