Every item and structure has an Armor Class-, Hit Points-, Damage Threshold-, Break Threshold-, and a Hardness-Value; in addition, most items or structures have some form of Resistance, Immunity, or Vulnerability to a specific type of damage or weapon types. Given below is a detailed description of these statistics and how to apply them to an item or structure:
Armor Class
An item or structure’s Armor Class (or AC) is a measure of its strength and deflection ability, indicating how hard it is to deal damage to the object or structure when striking it. When making an attack against an item or structure, you must meet or exceed an item or structure’s AC value to successfully hit and be able to roll damage against the item or structure. The AC of an item is determined by its size. The Table: Object Armor Class provides AC values for the different object sizes. A magical item has a +1 bonus to AC for each tier of magical enchantment that it has. If attempting to break an object on a creature refer to the Sunder rules under the Sunder skill.
| Item Size | Item Base AC |
| Fine | 25 |
| Diminutive | 20 |
| Tiny | 15 |
| Small | 10 |
| Medium + | 5 |
Hit Points
An item or structure has its own Hit Point pool, these Hit Points or HP, are a measure of how much damage the object can take before it is degraded and detrimental to use or outright destroyed and beyond use. Resilient objects tend to have a greater HP value than fragile ones, as do objects made of tougher materials such as a steel hilt of a sword compared to a wooden hilt.
Additionally, large objects tend to have greater HP than smaller objects, unless you are trying to break a small piece of a large structure, such as trying to break off the hand of a Huge statue compared to just trying to break the statue itself.
- To calculate the hit points of an item, other than armor and shields, take the material Hit Points per pound and multiply that by the weight of the item before adding any other modifiers.
- To calculate the hit points of a suit of armor or a shield, take the effective ACB + effective Maximum Dexterity of the armor or shield and multiply that value by the material HP/lb.
Magical items increase the HP of the item by 50 percent for each tier of magical enchantment.
Damage Threshold
Even if an attack hits an object, it may not actually damage the object, leaving instead superficial scratches or scuffs on the item or structure in question. This is represented by an object’s Damage Threshold. An object has immunity to all damage from a single attack unless it takes an amount of damage from this attack equal to or greater than its Damage Threshold, in which case it suffers damage as normal.
- An item’s Damage Threshold, unless otherwise stated, is equal to double its Hardness score. This value is doubled against objects that would not easily break the object, such as a club being used to mine through stone. It is likewise halved against an object that would easily break through it, such as a Pickaxe being used to mine through stone.
Break Threshold
An object’s break threshold is an indicator of when an object has suffered so much damage that it is broken, losing its efficacy as to its purpose as an object. An object is considered Broken when its HP reaches or becomes lower than its Break Threshold, and is considered Destroyed (broken entirely), when its HP reaches zero.
An object’s Break Threshold is equal to one-half of its Hit Points. In addition to this threshold, an object has a Scratch Threshold, which is equal to three-fourths of its Hit Points. If an item suffers damage greater than its Scratch Threshold, basic repairs cannot restore its lost HP, active repairs and materials are required. A scratched item cannot be restored via a repair level 0 spell , but an item above this threshold is completely restored to full HP if this cantrip is cast upon it.
Hardness
Hardness is a measure of an object’s flat reduction to damage that it would suffer. Whenever an object with Hardness suffers HP damage, apply Resistances, and Vulnerabilities as normal, and then reduce the end result by the object’s Hardness value; for example, if a Dagger with a resistance to Slashing damage and Hardness 2 suffers 6 Slashing damage, it would instead take 1 Slashing damage because 6 / 2 = 3 due to Resistance, 3 – 2 (due to Hardness) = 1.
- An object’s Hardness is determined by its primary material.
- Magical items increase the Hardness of the item by 25 percent for each tier of magical enchantment.
Objects and Damage Types
An item or structure naturally has some Immunities and Resistances to certain damage types, these are dependent on the type of material of the object; however, all objects regardless of material used are immune to Poison and Psychic damage. Damage applied to items from AoE damage is reduced by one half (0.5). Additionally, some of the damage resistances and immunities given below may not accurately represent all objects, as such final Resistances and Immunities are at GM discretion, for example while Stone is weak to Piercing damage, an arrow would not effectively harm stone and thus the GM may rule that it is immune to arrow damage.
- Ceramic: Ceramic is naturally weak to Bludgeoning damage suffering Vulnerability (1.5) to Bludgeoning attack; however, Fire damage is less effective against it, it has Resistance (0.5) against Fire damage.
- Fabric: Fabric is naturally weak to Fire and Slashing damage suffering Vulnerability (2.0) and (1.5) respectively; however, Bludgeoning damage is less effective against it, it has Resistance (0.5) against Bludgeoning damage.
- Fiber: Fiber is naturally weak to Acid and Slashing damage suffering Vulnerability (1.5); however, Bludgeoning damage is less effective against it, it has Resistance (0.5) against Bludgeoning damage.
- Gem: Gems are naturally weak to Bludgeoning damage suffering Vulnerability (1.5) to Bludgeoning attack; however, Slashing and Piercing damage is less effective against it, it has Resistance (0.5) against Slashing and Piercing damage.
- Metal: Metals are weak to Acid and Piercing attacks suffering Vulnerability (1.5) to these damage types; however, Slashing damage is less effective against it, it has Resistance (0.5) against Slashing damage.
- Soil: Soil has no additional damage resistances, immunities, or vulnerabilities.
- Stone: Stone is weak to Piercing and Bludgeoning attacks suffering Vulnerability (1.5) to these damage types; however, Fire, Lightning, and Slashing damage is less effective against it, it has Resistance (0.5) against these damage types.
- Wood: Wood is naturally weak to Fire, Lightning, and Slashing damage suffering Vulnerability (1.5) to these damage types; however, Bludgeoning damage is less effective against it, it has Resistance (0.5) against Bludgeoning damage.
Damage Sections
Objects of immense size, often referred to as Structures and generally of Huge size or larger are so large that they are sectioned off with each section possessing its own HP, AC, Damage Threshold, Hardness, and Break Threshold. These sections represent a larger object or structures individual parts to the core objects whole self, allowing pieces of a large item to be destroyed or breached while maintaining the integrity of the item itself; for example, a castle wall could have multiple 10-foot wall sections, even though it is effectively one core structure, each chunk of wall can be individually attacked, damaged, destroyed, and breached without destroying the core structure. Sections and their addition are added at GM discretion.
Repairing
A damaged object can be repaired depending on its Hit Points and whether or not it’s broken, scratched, or destroyed. See item upkeep and repairing for more details on repairing damage items.
- (Destroyed): A destroyed object cannot be repaired in any mundane way, but perhaps magic can restore what was broken. A magic item destroyed this way loses all enchanted properties.
- (Broken): An object at or below Broken HP can only be repaired at a forge or similar facility relevant to the item’s construction. You must use half (rounding up) of the materials used to create the original item and half of the time required to create the original item to repair a broken object, restoring it to full health on success.
- (Scratched): An object above Broken HP, but at or below Scratched HP can be repaired with an appropriate tool or at an appropriate facility at the cost of a quarter (rounding up) of the materials used to create the original item, repairing the object on completion resulting in the item being restored to full health.
- (Superficial): An object above Scratched HP but below full HP can be repaired with an appropriate tool, facility, or even simple magic such as the Repair level 0 spell. This requires an hour of work with mundane means, which can be done during a short rest. No materials are required, and once done the object is restored to full health on success.