3e SRD:Breaking and Entering
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Breaking and Entering
Smashing an Object
Attacking an inanimate, immobile object not in use by a character does not provoke an attack of opportunity.
An inanimate, immobile object has an AC of:
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.
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.
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
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.
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.
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 count as characters for AC purposes.
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
|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|
|Small wooden shield||5||10|
|Large wooden shield||5||15|
|Small steel shield||10||10|
|Large steel shield||10||20|
Table: Substance Hardness and 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: Object Hardness and Hit Points
|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|
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.
|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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