- Core Rules: Damaging Objects
Breaking and Entering
Table: Material Hardness and Hit Points
Material | Hardness | hp (5 ft. square) | hp (armor)i | hp (handheld)i |
---|---|---|---|---|
Glass | 1 | 1/in. of thickness | ||
Paper or cloth | 0 | 2/in. of thickness | ||
Rope | 0 | 2/in. of thickness | — | — |
Ice | 0 | 3/in. of thickness | ||
Leather or hide | 2 | 5/in. of thickness | ||
Wood | 5 | 10/in. of thickness | ||
Stone | 8 | 15/in. of thickness | ||
Dragonhide | 10 | 10/in of thickness | ||
Ironwood | 10 | 10/in of thickness | ||
Ironleaf | 10 | 20/in of thickness | ||
Cold Iron, iron or steel | 10 | 30/in. of thickness | ||
Aetherium | 15 | 30/in. of thickness | ||
Adamantine | 20 | 40/in. of thickness | ||
iFor medium-size version of the object. |
Smashing an Object
Defense Value
An object's DV is 10 + its size modifier + its Dexterity modifier. An inanimate object has a Dexterity of 0 (-5 modifier). Furthermore, if you take a full action to line up your attack, a melee or attack automatically hits as if you had rolled a 20, as does a ranged attack if you are adjacent to the object, and a ranged attack further away gains a +5 bonus. Objects are immune to critical hits.
Surfaces
Damaging a 5 ft. x 5 ft. surface down to half of its total hit points (inflicting the broken condition) allows a small-size creature to squeeze through its square (see Squeezing under Combat). A surface must reach 0 hp for a medium creature to move through its square unimpeded. For each size smaller, the amount of damage needed to squeeze or move through is halved.