Upheaval

DAMAGING ITEMS


Sometimes items, not just characters, take damage from an effect, attack, or spell. Depending on the severity of the damage, items can become damaged or even destroyed.

ITEM CONDITIONS

Items can be either normal, broken, or destroyed conditions.

Normal

These items function as intendedwith no adverse effects.

Broken

Broken items are in disrepair, and while they still function, their efficacy is less than standard. Broken items with the following attributes have the following effects.

Broken items can be repaired with a Craft check or by magical means, restoring them to Normal condition.

Destroyed

Destroyed items are no longer usable. Weapons and armor are in such horrible condition they are now useless. Magic items lose their magic and either become mundane items, or are consumed by their own arcane energy turning them to dust. Potions and alchemical mixtures are cracked and the contents spilled and wasted. Other items are similarly destroyed or unusable.

CAUSING DAMAGE

Items can be damaged in the following ways.

Sundering Items

Players may directly attack an item in the possession of another creature. See Combat.

Attended Items

Items in a player's possession usually don't take damage, even if he does. However, if that player fails a saving throw to avoid damage from a spell with a natural 1 (critical fail), then 1d4 of his items take damage. Magic Items are entitled to their own saving throw to avoid this damage (using the same DC and their owner's saving throw modifier).

Unattended Items

Items that aren't in someone possession may take damage as well. Mundane items caught in area effects automatically take damage. Unattended magical items are entitled to a saving throw against the effect (Saving Throw Bonus = 2+ highest spell level) to avoid damage. Unattended items may also be targeted by an attack, in which case their AC is 5 + size modifier, though a full-round attack directed at the target automatically hits. Magic items that are targeted directly don't receive an additional saving throw.

Submerged Items

Items submerged in a source of energy damage (lava pools, acid, etc.) also take damage, even if in their owner's possession. This still entitles magic items to a saving throw using their owner's bonuses.

Breaking Items

If an item is in your possession, you may also attempt to break it through sheer strength alone. This requires a Strength check against the item's Break DC. On success, items are Broken; previously Broken items become destroyed.

INTEGRITY AND HARDNESS

An item's health is measured in integrity points. All items have four integrity points when in new condition. Items reduced to two integrity points are considered broken. Those reduced to 0 points are destroyed. Each time an item sustains damage, it may lose one or more integrity points.

Each item has a hardness increment. This represents how many hit points of damage it takes for the item to lose one point of integrity. If the item sustains less damage than its hardness, then the damage has no effect. If it sustains twice the hardness in damage, then it loses two integrity points, and so forth. When calculating damage, any hit points in excess of the item's hardness are irrelevant. Damage to items is calculated per attack, just like a creature's damage resistance.

Table: Hardness of Some Common Arms and Armor
BladesHardness
Steel12
Silver / Cold Iron12
Mithral17
Adamantine22
Hafted WeaponsHardness
Wood8
Steel15
ArmorHardness
Light10
Medium15
Heavy20
Adamantine+5
Mithril+2
ShieldsHardness
Light / Medium8
Heavy10
OtherHardness
Projectile Weapons5
Masterwork Quality+3 per bonus
Magic ItemsHardness
Wand6
Potion1
ScrollNone*
Staff / Rod / Ring12
Wondrous ItemsVaries
* These items have very little resistance to damage, so even the smallest amount of damage ruins them.

Generic Targets

In general, a target's Hardness can be calculated using the chart below.

SubstanceBaseHardness
Glass1Base + 1/2 per in. of thickness
Paper or cloth0Base + 1 per in. of thickness
Rope0Base + 1 per in. of thickness
Ice0Base + 1 per in. of thickness
Leather or hide2Base + 2 per in. of thickness
Wood5Base + 3 per in. of thickness
Stone8Base + 4 per in. of thickness
Iron or steel10Base + 8 per in. of thickness
Mithral15Base + 8 per in. of thickness
Adamantine20Base + 10 per in. of thickness

Resistance, Vulnerability, and Immunity

Some items are particularly vulnerable to certain types of damage (paper and fire, for instance). Others are resistant (metal and fire). Some are even unaffected (bludgeoning a rope, for instance). The GM will make the final call about resistances, vulnerabilities, and immunities. The following are two general rules:

If an object is resistant to damage, that damage is halved before applying the hardness. If an object is vulnerable, it is doubled before hardness is applied.