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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 Types - 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 bludgeoning or slashing 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 +4
- Huge +8
- Gargantuan +12
- Colossal +16
Tools: Crowbar or ram improve checks (see Equipment)
