[3.5] object hardness and hit points

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Object (PH pp. 165-167) Example Substance Hardness* Hit Points** Light blade Short sword Steel 10 2 One-handed blade Longsword Steel 10 5 Two-handed blade Greatsword Steel 10 10 Light metal-hafted weapon Light mace Steel 10 10 One-handed metal-hafted weapon Heavy mace Steel 10 20 Light hafted weapon Handaxe Wood 5 2 One-handed hafted weapon Battleaxe Wood 5 5 Two-handed hafted weapon Greataxe Wood 5 10 Projectile weapon Crossbow Wood 5 5 Light armor*** Padded Cloth 0 5 Leather Leather 2 10 Studded leather Leather 2 15 Chain shirt Steel 10 20 Chain shirt Mithril 15 20 Medium armor*** Hide Leather 2 15 Scale mail Steel 10 20 Chainmail Steel 10 25 Breastplate Steel 10 25 Heavy armor*** Splint mail Steel 10 30 Banded mail Steel 10 30 Half-plate Steel 10 35 Full plate Steel 10 40 Shield Buckler Steel 10 5 Light wooden Wood 5 7 Light steel Steel 10 10 Heavy wooden Wood 5 15 Heavy steel Steel 10 20 Tower Wood 5 20 Paper or cloth 0 2/inch**** Rope 0 2/inch Glass 1 1/inch Ice 0 3/inch Leather or hide 2 5/inch Dragonhide (DMG pp. 283-284) 10 10/inch Wood 5 10/inch Darkwood (DMG p. 283) 5 10/inch Stone 8 15/inch Iron or steel 10 30/inch Cold Iron (DMG p. 284) 10 30/inch Mithral (DMG p. 283) 15 30/inch Alchemical Silver (DMG pp. 284 -285) 8 10/inch Adamantine (DMG p. 283) 20 40/inch * +2 per "plus" ** +10 per "plus" *** Armor HP = AC bonus X 5 **** e.g., "/inch of thickness" HP value given is for Medium armor, weapons, and shields: divide by 2 for each size category smaller than medium, or multiply by 2 for each size category larger than medium. In general, inanimate objects have an AC of 3+size mod. & take 1/2 dam from missile weapons. Nonmagical, unattended objects always fail saving throws. Magical objects always get saving throws, usually at owner's bonus (see PH pp. 166-167).

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Page 1: [3.5] Object Hardness and Hit Points

Object (PH pp. 165-167) Example Substance Hardness* Hit Points**Light blade Short sword Steel 10 2One-handed blade Longsword Steel 10 5Two-handed blade Greatsword Steel 10 10Light metal-hafted weapon Light mace Steel 10 10One-handed metal-hafted weapon Heavy mace Steel 10 20Light hafted weapon Handaxe Wood 5 2One-handed hafted weapon Battleaxe Wood 5 5Two-handed hafted weapon Greataxe Wood 5 10Projectile weapon Crossbow Wood 5 5Light armor*** Padded Cloth 0 5

Leather Leather 2 10Studded leather Leather 2 15Chain shirt Steel 10 20Chain shirt Mithril 15 20

Medium armor*** Hide Leather 2 15Scale mail Steel 10 20Chainmail Steel 10 25Breastplate Steel 10 25

Heavy armor*** Splint mail Steel 10 30Banded mail Steel 10 30Half-plate Steel 10 35Full plate Steel 10 40

Shield Buckler Steel 10 5Light wooden Wood 5 7Light steel Steel 10 10Heavy wooden Wood 5 15Heavy steel Steel 10 20Tower Wood 5 20

Paper or cloth 0 2/inch****Rope 0 2/inchGlass 1 1/inchIce 0 3/inchLeather or hide 2 5/inchDragonhide (DMG pp. 283-284) 10 10/inchWood 5 10/inchDarkwood (DMG p. 283) 5 10/inchStone 8 15/inchIron or steel 10 30/inchCold Iron (DMG p. 284) 10 30/inchMithral (DMG p. 283) 15 30/inchAlchemical Silver (DMG pp. 284 -285) 8 10/inchAdamantine (DMG p. 283) 20 40/inch

* +2 per "plus"** +10 per "plus"*** Armor HP = AC bonus X 5**** e.g., "/inch of thickness"

HP value given is for Medium armor, weapons, and shields: divide by 2 for each size categorysmaller than medium, or multiply by 2 for each size category larger than medium.In general, inanimate objects have an AC of 3+size mod. & take 1/2 dam from missile weapons.Nonmagical, unattended objects always fail saving throws.Magical objects always get saving throws, usually at owner's bonus (see PH pp. 166-167).