Difference between revisions of "Attacking an Object"
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== Attacking a Held Object == | == Attacking a Held Object == | ||
− | + | A character can target an object than an opponent is carrying in order to deal damage to that object. The defending object's [[AC]] is the [[AC]] of it's holder, plus the object's size modifier, plus an additional 2 points. | |
+ | |||
+ | ''Holder's [[AC]] + Size Modifier + 2'' | ||
== Attacking a Worn Object == | == Attacking a Worn Object == |
Revision as of 00:09, 18 August 2010
Objects have specific rules pertaining to them and specific resistances.
Contents
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 Overflow 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.
Types of Objects
Attacking a Held Object
A character can target an object than an opponent is carrying in order to deal damage to that object. The defending object's AC is the AC of it's holder, plus the object's size modifier, plus an additional 2 points.
Holder's AC + Size Modifier + 2
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.
Blocking a Projectile
You can block projectiles fired at you with a special type of attacking an object. This is much like a shield check - it is also an Instantaneous Action.
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.