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    Breaking and Entering Rules 3E

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    • halfgiantH
      halfgiant PC
      last edited by

      https://www.dandwiki.com/wiki/3e_SRD:Breaking_and_Entering

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      • halfgiantH
        halfgiant PC
        last edited by

        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.

        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.

        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.

        Immunities
        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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