Attack an Object

Sometimes a character needs to attack or break an object

Strike an Object

Table: Size and Defense of Objects
Size (Example) Defense
Colossal (jetliner) –3
Gargantuan (army tank) 1
Huge (typical car) 3
Large (big door) 4
Medium-size (dirt bike) 5
Small (chair) 6
Tiny (laptop computer) 7
Diminutive (paperback book) 9
Fine (pencil) 13

Objects are easier to hit than characters because they usually don’t move, but many are tough enough to shrug off some damage from each blow.

Object Defense and Bonuses to Attack: Objects are harder or easier to hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The base Defense of objects is shown on Table: Size and Defense of Objects.

If a character uses a full-round action to make an attack against an inanimate, immobile object, the character gets an automatic hit with a melee weapon, or a +5 bonus on his or her attack roll with a ranged weapon.

An object being held, carried, or worn has a Defense equal to the above figure + 5 + the opponent’s Dexterity modifier + the opponent’s class bonus to Defense. Striking a held, carried, or worn object provokes an attack of opportunity from the character who holds it. (If a character has the Sunder feat, he or she doesn’t incur an attack of opportunity for making the attempt.)

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 (see Table: Substance Hardness and Hit Points and Table: Object Hardness and Hit Points).

Hit Points: An object’s hit point total depends on what it is made of or how big it is (see Table Substance Hardness and Hit Points and Table Object 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
Plastic, soft 0 3/inch of thickness
Glass 1 1/inch of thickness
Ceramic 1 2/inch of thickness
Ice 0 3/inch of thickness
Plastic, hard 2 5/inch of thickness
Wood 5 10/inch of thickness
Aluminum 6 10/inch of thickness
Concrete 8 15/inch of thickness
Steel 10 30/inch of thickness
Table: Object Hardness and Hit Points
Object Hardness Hit Points Break DC
Cheap 0 1 10
Average 3 5 15
High quality 5 10 20
High security 10 120 35
Ultrahigh security 20 150 40
Manufactured objects1
Fine 0 1 10
Diminutive 0 1 10
Tiny 1 2 10
Small 3 3 12
Medium-size 5 5 15
Large 5 10 15
Huge 8 10 20
Gargantuan 8 20 30
Colossal 10 30 50
Firearm, Medium-size 5 7 17
Rope 0 2 23
Simple wooden door 5 10 13
Strong wooden door 5 20 23
Steel door 10 120 35
Cinderblock wall 8 90 35
Chain 10 5 26
Handcuffs 10 10 30
Metal bars 10 15 30

1Figures for manufactured objects are minimum values. The GM may adjust these upward to account for objects with more strength and durability.

Energy Attacks: Acid and sonic/concussive attacks deal normal damage to most objects. Electricity and fire attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage by 4 before applying the hardness.

Ineffective Weapons: The GM may determine that certain weapons just can’t deal damage effectively to certain objects.

Immunities: Objects are immune to nonlethal damage and to critical hits.

Saving Throws: Unattended objects never make saving throws. They are considered to have failed their saving throws. An object attended by a character (being grasped, touched, or worn) receives a saving throw just as if the character herself were making the saving throw.

Breaking Objects

When a character tries to break something with sudden force rather than by dealing damage, use a Strength check to see whether he or she succeeds. The DC depends more on the construction of the object than on the material.

If an object has lost half or more of its hit points, the DC to break it decreases by 2.

Repairing Objects

Repairing damage to an object takes a full hour of work and appropriate tools. (Without the tools, a character takes a –4 penalty on his or her Repair check.) At the end of the hour, make a Repair check (DC 20). Success restores 2d6 hit points. If damage remains, the character may continue to make repairs for as many hours as it takes to restore all the object’s hit points.

Screen printing