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ARCHIVED Damage

Damage Types

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.)

  • Energy Damage - There are two sub-categories for Energy, Aligned and Elemental.
  • Physical Damage - The three main types of Physical damage are bludgeoning, piercing, and slashing.

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.

Minimum Damage

If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.

Ability Bonus

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.

  • When you hit with a melee or thrown weapon, add your Strength modifier to the damage result, by default.

Light Weapon

  • When you deal damage with a light weapon in your 1/2 your Ability bonus.
  • If you have a Strength penalty, the entire penalty applies.

Wielding a Weapon Two-Handed

  • When wielding a weapon two-handed, add 1-1/2 times your Ability bonus (Strength penalties are not multiplied).
  • You do not get this higher bonus when using light weapons with two hands.

Multiplying Damage

Sometimes you multiply damage (e.g., on a critical hit).

  • Roll the damage (with all modifiers) multiple times and total the results.

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.

Ability Damage

Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).

Damage Dice Progression

Damage (That's a lot of damage!)

Damage Dice

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

Object Durability and Damage Rules

Common Armor, Weapon, and Shield Hardness and Hit Points

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 and Armor Class of Objects

Size AC Modifier
Colossal –8
Gargantuan –4
Huge –2
Large –1
Medium +0
Small +1
Tiny +2
Diminutive +4
Fine +8

Substance Hardness and Hit Points

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 and Hit Points

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

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

*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply.

Items Affected by Magical Attacks

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

Breaking and Entering

You can smash or break an object with a weapon or sheer strength.

Smashing an Object

  • Use the sunder maneuver with a weapon.
  • Combat maneuver check is opposed by the object’s AC.

Object Armor Class

  • AC = 10 + size modifier + Dexterity modifier (usually –5) – 2 penalty
  • Full-round aiming: automatic melee hit or +5 to ranged attack

Hardness

  • Represents how much damage is resisted.
  • Subtract hardness from each damage instance.
  • Only excess damage is subtracted from HP.

Hit Points

  • Depends on material and size.
  • Damage ≥ 50% HP: broken condition
  • HP = 0: destroyed

Special Rules

  • Ineffective Weapons: Some weapons cannot damage certain objects
  • Immunities: Objects are immune to nonlethal damage and most critical hits
  • Magical Items: +1 enhancement = +2 Hardness, +10 HP
  • Vulnerabilities: Some attacks deal double damage and ignore hardness
  • Damaged Objects: Still function (with broken condition) until 0 HP; can be repaired via Craft or spells (e.g., *make whole*, *mending*)

Saving Throws

  • Magical Items: Always allowed; save bonus = 2 + 1/2 caster level
  • Unattended Non-Magic Items: No saving throws; always fail
  • Attended Items: Use owner's save bonus unless otherwise stated

Animated Objects

  • Use creature rules for Armor Class

Breaking Items with Strength

  • Use Strength check (not damage)
  • DC based on construction, not hardness
  • Broken condition lowers DC by 2
  • Size bonuses/penalties:
  • Fine –16
  • Diminutive –12
  • Tiny –8
  • Small –4
  • Large +8
  • Huge +16
  • Gargantuan +24
  • Colossal +32

Tools: Crowbar or ram improve checks (see Equipment)