Difference between revisions of "Attacking an Object"

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== Immunities ==
 
== Immunities ==
  
Objects are immune to [[Nonlethal Damage]] and to [[Critical Hits]]. This makes them immune to precision damage as well.
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Objects are immune to [[Sublethal Damage]] and to [[Critical Hits]]. This makes them immune to precision damage as well.
  
The GM may also rule that many items are immune to damage from certain weapons. The [[Rapier]], as it is so flimsy, is not good for damaging much other than humans.  
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The GM may also rule that many items are immune to damage from certain weapons. The [[Rapier]], as it is so flimsy, is not good for damaging much other than humans.
  
 
== Vs. Ranged Weapons ==
 
== Vs. Ranged Weapons ==

Revision as of 13:20, 22 June 2010

Objects have specific rules pertaining to them and specific resistances.

AC

Objects are fairly easy to hit because they don't usually move. An object’s Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0, but also an additional -2 penalty to its AC. If you spend 6 AP the previous round to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

Immunities

Objects are immune to Sublethal Damage and to Critical Hits. This makes them immune to precision damage as well.

The GM may also rule that many items are immune to damage from certain weapons. The Rapier, as it is so flimsy, is not good for damaging much other than humans.

Vs. Ranged Weapons

Objects take half damage from ranged weapons (unless the weapon is something like a siege engine). The damage is halved before applying hardness.

Vs. Energy

Acid and sonic attacks deal damage to the majority of objects normally. Electricity and fire attacks deal half damage to most objects; divide the damage dealt in half before applying the hardness. Cold attacks deal one-fourth damage to most objects; once again this is before applying the hardness.


Hardness & Hit Points

Hardness

Substance Hardness HP
Paper 0 2/inch of thickness
Cloth 2 2/inch of thickness
Rope 3-4 2/inch of thickness
Glass 3 1/inch of thickness
Ice 1 3/inch of thickness
Leather 8 5/inch of thickness
Wood 6-12 10/inch of thickness
Stone 14 15/inch of thickness
Iron or Steel 15-17 30/inch of thickness

HP

In general, an object remains fully functional until its HP reach zero, at which point it is destroyed. Some types of items, such as Armor, suffer ill effects from great amounts of damage.

So long as a object is not destroyed, it can be repaired with the Craft skill. This will almost always require the same type(s) of craft that were required in the item's creation.

Attacking a Held Object

An opponent

Attacking a Worn Object

Objects being worn or carried in a manner other than in the hands share the AC of their carrier plus their size modifier, though they do not gain any benefits from armor. In general, dealing more than half of the item's hit points causes it to fall off, though the GM may rule otherwise for very well secured objects. Attacks that miss do not get a chance to target the carrier.

This sort of attack may be made with a ranged weapon but it takes the same penalties for ranged weapons attacking objects as normal.

Attacking a Shield

An opponent with a shield can be troublesome. However, the destruction of an enemy's shield can be fairly easy. The shield still has immunities like any object (see above).

This cannot be done against cloth wraps or cloaks used as shields.

Whenever an opponent has at least 1 point of shield bonus to AC, and you are attacking with a slashing or bludgeoning melee weapon, you may choose to automatically fail your next attack roll (this must be declared before the attack is rolled) and attack their shield instead. This automatically hits, as they will be trying to block your weapon with their shield. You do full damage, negated as usual by the shield's hardness.

This applies only as long as the opponent is unaware of what you are doing. A (DC 18+your CA) sense motive check will reveal what you are doing. After this, you must attack the shield per normal rules, listed above, as if it were a weapon or other item held in the hand.

If the shield is destroyed by one of these attacks, it splinters in half and becomes useless, and you immediately deal half damage to the wielder. Unlike Armor, heavily damaged shields are just as functional as those which are brand new.