Most damage falls into one of two broad damage types. There are always unique cases where damage cannot be categorized as Energy or Physical. Often damage is hybrid and a mix of 2 or more damage types. When a damage source has multiple sources it is treated as each type at once for all purposes. Often Damage is increased or decreased based on a targets defensive abilities. (If Garry using fire damages against foe with Fire Resistance; the damage will be reduced based on the foes defensive ability.)
If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal.
Damage reduces a target’s current hit points.
If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.
Many weapons add damage based on a characters Ability bonus. Most often this is Strength or Dexterity, however many Talents and weapon Traits can change this.
Sometimes you multiply damage (e.g., on a critical hit).
Note: When multiplying damage more than once, each multiplier uses the original, unmultiplied damage. For example, doubling damage twice results in three times normal damage.
Exception: Extra damage dice (beyond the weapon’s normal damage) are never multiplied.
Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).
Damage (That's a lot of damage!)
| Decrease | Base | Increase |
|---|---|---|
| N/A | 1 | 1d2 |
| 1 | 1d2 | 1d3 |
| 1d2 | 1d3 | 1d4 |
| 1d3 | 1d4 | 1d6 |
| 1d4 | 1d6 | 1d8 |
| 1d6 | 1d8 | 1d10 |
| 1d8 | 1d10 | 2d6 |
| 1d10 | 2d6 | 2d8 |
| 2d6 | 2d8 | 3d6 |
| 2d8 | 3d6 | 3d8 |
| 3d6 | 3d8 | 5d6 |
| 3d8 | 5d6 | 5d8 |
| 5d6 | 5d8 | 7d6 |
| 5d8 | 7d6 | 7d8 |
| Weapon or Shield | Hardness | Hit Points |
|---|---|---|
| Light blade | 10 | 2 |
| One-handed blade | 10 | 5 |
| Two-handed blade | 10 | 10 |
| Light metal-hafted weapon | 10 | 10 |
| One-handed metal-hafted weapon | 10 | 20 |
| Light hafted weapon | 5 | 2 |
| One-handed hafted weapon | 5 | 5 |
| Two-handed hafted weapon | 5 | 10 |
| Projectile weapon | 5 | 5 |
| Armor | special⁴ | armor bonus × 5 |
| Buckler | 10 | 5 |
| Light wooden shield | 5 | 7 |
| Heavy wooden shield | 5 | 15 |
| Light steel shield | 10 | 10 |
| Heavy steel shield | 10 | 20 |
| Tower shield | 5 | 20 |
ⁱ Add +2 Hardness for each +1 enhancement bonus.
² HP values are for Medium-sized items. Divide/multiply for different sizes.
³ Add 10 HP for each +1 enhancement bonus.
⁴ Varies by material; see Substance Hardness and Hit Points.
| Size | AC Modifier |
|---|---|
| Colossal | –8 |
| Gargantuan | –4 |
| Huge | –2 |
| Large | –1 |
| Medium | +0 |
| Small | +1 |
| Tiny | +2 |
| Diminutive | +4 |
| Fine | +8 |
| Substance | Hardness | Hit Points (per inch) |
|---|---|---|
| Glass | 1 | 1 |
| Paper or cloth | 0 | 2 |
| Rope | 0 | 2 |
| Ice | 0 | 3 |
| Leather or hide | 2 | 5 |
| Wood | 5 | 10 |
| Stone | 8 | 15 |
| Iron or steel | 10 | 30 |
| Mithral | 15 | 30 |
| Adamantine | 20 | 40 |
| Object | Hardness | Hit Points | Break DC |
|---|---|---|---|
| Rope (1 in. diameter) | 0 | 2 | 23 |
| Simple wooden door | 5 | 10 | 13 |
| 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 |
| 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 |
*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply.
| Order | Item |
|---|---|
| 1st | Shield |
| 2nd | Armor |
| 3rd | Magic helmet, hat, or headband |
| 4th | Item in hand (e.g., weapon, wand) |
| 5th | Magic cloak |
| 6th | Stowed or sheathed weapon |
| 7th | Magic bracers |
| 8th | Magic clothing |
| 9th | Magic jewelry (including rings) |
| 10th | Anything else |
You can smash or break an object with a weapon or sheer strength.
Tools: Crowbar or ram improve checks (see Equipment)