Breaking and Entering Rules 3E

  • PC

  • PC

    Breaking and Entering
    Smashing an Object
    Attacking an inanimate, immobile object not in use by a character does not provoke an attack of opportunity.

    Armor Class
    An inanimate, immobile object has an AC of:

    10 - 5 for no Dexterity + its size modifier.

    Immobile objects are easy to hit. With a melee weapon, the character gets a +4 bonus to the attack roll. If a character takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the character gets an automatic hit with a melee weapon and a +5 attack bonus 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.

    Hit Points
    The amount of damage that an object can withstand depends on what it is made out of and how big it is. Weapon damage is rolled normally against objects.

    An object’s hit point total depends on what it is made of and how big it is. When an object’s hit points reach 0, it’s ruined. Very large objects have separate hit point totals for different sections.

    Energy Attacks
    Objects take half damage from acid, fire, and lightning attacks. Divide the damage by 2 before applying the Hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects.

    Ranged Weapon Damage
    Objects take half damage from ranged weapons (except for damage from siege engines and the like). Divide the damage by 2 before applying the object’s Hardness.

    Ineffective Weapons
    The DM may determine that certain weapons just can’t deal damage effectively to certain objects. For example, a combatant will have a hard time chopping down a door by shooting arrows at it or cutting a rope with a club.

    Inanimate objects are immune to critical hits. Objects are immune to subdual damage. Animated objects are immune to critical hits because they are constructs.

    Magic Armor, Shields, and Weapons
    The attacker cannot damage a magic weapon or shield that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s Hardness and hit points. If a combatant’s shield has a +2 enhancement bonus, a combatant add 2 to its Hardness and to its hit points.

    Vulnerability to Certain Attacks
    The DM may rule that certain attacks are especially successful against some objects. For example, it’s easy to light a curtain on fire or rip up a scroll.

    Saving Throws
    Unattended nonmagical items never make saving throws. They are considered to have failed their saving throws, so they always are affected by (for instance) a disintegrate spell. An item attended by a combatant (being grasped, touched, or worn) receives a saving throw just as if the combatant herself were making the saving throw.

    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. Attended magic items either make saving throws as their owner or use their own saving throws, whichever are better.

    Animated Objects
    Animated objects count as characters for AC purposes.

    Breaking Items
    When a combatant tries to break something with sudden force rather than by dealing regular damage, use a Strength check to see whether the combatant 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.

    Table: Common Armor, Weapon, and Shield Hardness and Hit Points
    Table:Common Weapon and Shield Hardness and Hit Points

    Weapon Hardness HP
    Tiny blade 10 1
    Small blade 10 2
    Medium-size blade 10 5
    Large blade 10 10
    Small metal-hafted weapon 10 10
    Medium-size metal-hafted weapon 10 25
    Small hafted weapon 5 2
    Medium-size hafted weapon 5 5
    Large hafted weapon 5 10
    Huge club 5 60
    Buckler 10 5
    Small wooden shield 5 10
    Large wooden shield 5 15
    Small steel shield 10 10
    Large steel shield 10 20
    Tower shield 5 20

    Table: Substance Hardness and Hit Points
    Table:Substance Hardness and Hit Points

    Substance Hardness Hit Points
    Paper 0 2/inch of thickness
    Rope 0 2/inch of thickness
    Glass 1 1/inch of thickness
    Ice 0 3/inch of thickness
    Wood 5 10/inch of thickness
    Stone 8 15/inch of thickness
    Iron 10 30/inch of thickness
    Mithral 15 30/inch of thickness
    Adamantite 20 40/inch of thickness

    Table: Size and Armor Class of Objects
    Table:Size and AC of Objects

    Size AC Modifier
    Colossal -8
    Gigantic -4
    Huge -2
    Large -1
    Medium-size +0
    Small +1
    Tiny +2
    Diminutive +4
    Fine +8

    Table: Object Hardness and Hit Points
    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
    Spear 5 2 14
    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

    *Break DC: The DC for a Strength check needed to destroy the item in one action, rather than reducing it to zero hit points through a series of attacks.

    Table: DCs to Break or Burst Items
    A common use of Strength is to break open doors and burst bonds. Larger and smaller creatures get size bonuses and size penalties on these Strength checks: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.

    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

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