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This material is Open Game Content, and is licensed for public use under the terms of the Open

Game License v1.0a.

CARRY !G, "O#$"$!T, % $&'LORAT O!

CARRY !G CA'AC TY
$ncumbrance rules determine ho( much a character)s armor and e*uipment slo( him or her do(n. $ncumbrance comes in t(o parts+ encumbrance b, armor and encumbrance b, total (ei-ht. Encumbrance by Armor: A character)s armor defines his or her ma.imum /e.terit, bonus to AC, armor chec0 penalt,, speed, and runnin- speed. 1nless ,our character is (ea0 or carr,in- a lot of -ear, that)s all ,ou need to 0no(. The e.tra -ear ,our character carries (on)t slo( him or her do(n an, more than the armor alread, does. f ,our character is (ea0 or carr,in- a lot of -ear, ho(ever, then ,ou)ll need to calculate encumbrance b, (ei-ht. /oin- so is most important (hen ,our character is tr,in- to carr, some heav, ob2ect. Weight: f ,ou (ant to determine (hether ,our character)s -ear is heav, enou-h to slo( him or her do(n more than the armor alread, does, total the (ei-ht of all the character)s items, includin- armor, (eapons, and -ear. Compare this total to the character)s 3tren-th on Table+ Carr,in- Capacit,. /ependin- on ho( the (ei-ht compares to the character)s carr,incapacit,, he or she ma, be carr,in- a li-ht, medium, or heav, load. Li0e armor, a character)s load affects his or her ma.imum /e.terit, bonus to AC, carries a chec0 penalt, 4(hich (or0s li0e an armor chec0 penalt,5, reduces the character)s speed, and affects ho( fast the character can run, as sho(n on Table+ Carr,in- Loads. A medium or heav, load counts as medium or heav, armor for the purpose of abilities or s0ills that are restricted b, armor. Carr,in- a li-ht load does not encumber a character. f ,our character is (earin- armor, use the (orse fi-ure 4from armor or from load5 for each cate-or,. /o not stac0 the penalties. Lifting and Dragging: A character can lift as much as his or her ma.imum load over his or her head. A character can lift as much as double his or her ma.imum load off the -round, but he or she can onl, sta--er around (ith it. 6hile overloaded in this (a,, the character loses an, /e.terit, bonus to AC and can move onl, 7 feet per round 4as a full8 round action5. A character can -enerall, push or dra- alon- the -round as much as five times his or her ma.imum load. 9avorable conditions can double these numbers, and bad circumstances can reduce them to one8half or less. Bigger and Smaller Creatures: The fi-ures on Table+ Carr,in- Capacit, are for "edium bipedal creatures. A lar-er bipedal creature can carr, more (ei-ht dependin- on its si:e cate-or,, as follo(s+ Lar-e .;, <u-e .=, Gar-antuan .>, Colossal .1?. A smaller creature can carr, less (ei-ht dependin- on its si:e cate-or,, as follo(s+ 3mall .@A=, Tin, .1A;, /iminutive .1A=, 9ine .1A>. Buadrupeds can carr, heavier loads than characters can. nstead of the multipliers -iven above, multipl, the value correspondin- to the creature)s 3tren-th score from Table+ Carr,in- Capacit, b, the appropriate modifier, as follo(s+ 9ine .1A=, /iminutive .1A;, Tin, .@A=, 3mall .1, "edium .181A;, Lar-e .@, <u-e .?, Gar-antuan .1;, Colossal .;=. Tremendous Strength: 9or 3tren-th scores not sho(n on Table+ Carr,in- Capacit,, find the 3tren-th score bet(een ;0 and ;C that has the same number in the DonesE di-it as the creature)s 3tren-th score does and multipl, the numbers in that for b, = for ever, ten points the creature)s stren-th is above the score for that ro(.

Table: Carrying Capacity Strength Score 1 ; @ = 7 ? G > C Light Load @ lb. or less ? lb. or less 10 lb. or less 1@ lb. or less 1? lb. or less ;0 lb. or less ;@ lb. or less ;? lb. or less @0 lb. or less Medium Load =F? lb. GF1@ lb. 11F;0 lb. 1=F;? lb. 1GF@@ lb. ;1F=0 lb. ;=F=? lb. ;GF7@ lb. @1F?0 lb. ea!y Load GF10 lb. 1=F;0 lb. ;1F@0 lb. ;GF=0 lb. @=F70 lb. =1F?0 lb. =GFG0 lb. 7=F>0 lb. ?1FC0 lb.

10 11 1; 1@ 1= 17 1? 1G 1> 1C ;0 ;1 ;; ;@ ;= ;7 ;? ;G ;> ;C H10

@@ lb. or less @> lb. or less =@ lb. or less 70 lb. or less 7> lb. or less ?? lb. or less G? lb. or less >? lb. or less 100 lb. or less 11? lb. or less 1@@ lb. or less 17@ lb. or less 1G@ lb. or less ;00 lb. or less ;@@ lb. or less ;?? lb. or less @0? lb. or less @=? lb. or less =00 lb. or less =?? lb. or less .=

@=F?? lb. @CFG? lb. ==F>? lb. 71F100 lb. 7CF11? lb. ?GF1@@ lb. GGF17@ lb. >GF1G@ lb. 101F;00 lb. 11GF;@@ lb. 1@=F;?? lb. 17=F@0? lb. 1G=F@=? lb. ;01F=00 lb. ;@=F=?? lb. ;?GF7@@ lb. @0GF?1@ lb. @=GF?C@ lb. =01F>00 lb. =?GFC@@ lb. .=

?GF100 lb. GGF117 lb. >GF1@0 lb. 101F170 lb. 11GF1G7 lb. 1@=F;00 lb. 17=F;@0 lb. 1G=F;?0 lb. ;01F@00 lb. ;@=F@70 lb. ;?GF=00 lb. @0GF=?0 lb. @=GF7;0 lb. =01F?00 lb. =?GFG00 lb. 7@=F>00 lb. ?1=FC;0 lb. ?C=F1,0=0 lb. >01F1,;00 lb. C@=F1,=00 lb. .=

Table: Carrying Loads Load "ediu m <eav, Ma$ De$ H@ H1 Chec% &enalty F@ F? "## Speed #"# '() ft*+ ',) ft*+ -un ;0 ft. 17 ft. .= ;0 ft. 17 ft. .@

Armor and $ncumbrance for Other Iase 3peeds


The table belo( provides reduced speed fi-ures for all base speeds from ;0 feet to 100 feet 4in 108foot increments5. Base Speed ;0 ft. @0 ft. =0 ft. 70 ft. ?0 ft. -educed Speed 17 ft. ;0 ft. @0 ft. @7 ft. =0 ft. Base Speed G0 ft. >0 ft. C0 ft. 100 ft. -educed Speed 70 ft. 77 ft. ?0 ft. G0 ft.

"O#$"$!T
There are three movement scales, as follo(s. J Tactical, for combat, measured in feet 4or s*uares5 per round. J Local, for e.plorin- an area, measured in feet per minute. J Overland, for -ettin- from place to place, measured in miles per hour or miles per da,. Modes of Mo!ement: 6hile movin- at the different movement scales, creatures -enerall, (al0, hustle, or run. Walk: A (al0 represents unhurried but purposeful movement at @ miles per hour for an unencumbered human. Hustle: A hustle is a 2o- at about ? miles per hour for an unencumbered human. A character movin- his or her speed t(ice in a sin-le round, or movin- that speed in the same round that he or she performs a standard action or another move action is hustlin- (hen he or she moves. Run (x3): "ovin- three times speed is a runnin- pace for a character in heav, armor. t represents about C miles per hour for a human in full plate. Run (.4): "ovin- four times speed is a runnin- pace for a character in li-ht, medium, or no armor. t represents about 1;

miles per hour for an unencumbered human, or > miles per hour for a human in chainmail.

TACT CAL "O#$"$!T


1se tactical movement for combat. Characters -enerall, don)t (al0 durin- combatKthe, hustle or run. A character (ho moves his or her speed and ta0es some action is hustlin- for about half the round and doin- somethin- else the other half. ampered Mo!ement: /ifficult terrain, obstacles, or poor visibilit, can hamper movement. 6hen movement is hampered, each s*uare moved into usuall, counts as t(o s*uares, effectivel, reducin- the distance that a character can cover in a move. f more than one condition applies, multipl, to-ether all additional costs that appl,. 4This is a specific e.ception to the normal rule for doublin-5 n some situations, ,our movement ma, be so hampered that ,ou don)t have sufficient speed even to move 7 feet 41 s*uare5. n such a case, ,ou ma, use a full8round action to move 7 feet 41 s*uare5 in an, direction, even dia-onall,. $ven thou-h this loo0s li0e a 78foot step, it)s not, and thus it provo0es attac0s of opportunit, normall,. 4You can)t ta0e advanta-e of this rule to move throu-h impassable terrain or to move (hen all movement is prohibited to ,ou.5 You can)t run or char-e throu-h an, s*uare that (ould hamper ,our movement.

LOCAL "O#$"$!T
Characters e.plorin- an area use local movement, measured in feet per minute. Wal%: A character can (al0 (ithout a problem on the local scale. ustle: A character can hustle (ithout a problem on the local scale. 3ee Overland "ovement, belo(, for movement measured in miles per hour. -un: A character (ith a Constitution score of C or hi-her can run for a minute (ithout a problem. Generall,, a character can run for a minute or t(o before havin- to rest for a minute

O#$RLA!/ "O#$"$!T
Characters coverin- lon- distances cross8countr, use overland movement. Overland movement is measured in miles per hour or miles per da,. A da, represents > hours of actual travel time. 9or ro(ed (atercraft, a da, represents 10 hours of ro(in-. 9or a sailin- ship, it represents ;= hours. Wal%: A character can (al0 > hours in a da, of travel (ithout a problem. 6al0in- for lon-er than that can (ear him or her out 4see 9orced "arch, belo(5. ustle: A character can hustle for 1 hour (ithout a problem. <ustlin- for a second hour in bet(een sleep c,cles deals 1 point of nonlethal dama-e, and each additional hour deals t(ice the dama-e ta0en durin- the previous hour of hustlin-. A character (ho ta0es an, nonlethal dama-e from hustlin- becomes fati-ued. A fati-ued character can)t run or char-e and ta0es a penalt, of F; to 3tren-th and /e.terit,. $liminatin- the nonlethal dama-e also eliminates the fati-ue. -un: A character can)t run for an e.tended period of time. Attempts to run and rest in c,cles effectivel, (or0 out to a hustle. Terrain: The terrain throu-h (hich a character travels affects ho( much distance he or she can cover in an hour or a da, 4see Table+ Terrain and Overland "ovement5. A hi-h(a, is a strai-ht, ma2or, paved road. A road is t,picall, a dirt trac0. A trail is li0e a road, e.cept that it allo(s onl, sin-le8file travel and does not benefit a part, travelin- (ith vehicles. Trac0less terrain is a (ild area (ith no paths. .orced March: n a da, of normal (al0in-, a character (al0s for > hours. The rest of the da,li-ht time is spent ma0in- and brea0in- camp, restin-, and eatin-. A character can (al0 for more than > hours in a da, b, ma0in- a forced march. 9or each hour of marchin- be,ond > hours, a Constitution chec0 4/C 10, H; per e.tra hour5 is re*uired. f the chec0 fails, the character ta0es 1d? points of nonlethal dama-e. A character (ho ta0es an, nonlethal dama-e from a forced march becomes fati-ued. $liminatin- the nonlethal dama-e also eliminates the fati-ue. t)s possible for a character to march into unconsciousness b, pushin- himself too hard. Mounted Mo!ement: A mount bearin- a rider can move at a hustle. The dama-e it ta0es (hen doin- so, ho(ever, is lethal dama-e, not nonlethal dama-e. The creature can also be ridden in a forced march, but its Constitution chec0s automaticall, fail, and, a-ain, the dama-e it ta0es is lethal dama-e. "ounts also become fati-ued (hen the, ta0e an, dama-e from hustlinor forced marches. 3ee Table+ "ounts and #ehicles for mounted speeds and speeds for vehicles pulled b, draft animals. Waterborne Mo!ement: 3ee Table+ "ounts and #ehicles for speeds for (ater vehicles. Table: Mo!ement and Distance ####### Speed ##"#### 17 feet ;0 feet @0 feet =0 feet

/ne -ound 'Tactical+0 6al0 17 ft. ;0 ft. @0 ft. =0 ft. <ustle @0 ft. =0 ft. ?0 ft. >0 ft. Run 4.@5 =7 ft. ?0 ft. C0 ft. 1;0 ft. Run 4.=5 ?0 ft. >0 ft. 1;0 ft. 1?0 ft. /ne Minute 'Local+ 6al0 170 ft. ;00 ft. @00 ft. =00 ft. <ustle @00 ft. =00 ft. ?00 ft. >00 ft. Run 4.@5 =70 ft. ?00 ft. C00 ft. 1,;00 ft. Run 4.=5 ?00 ft. >00 ft. 1,;00 ft. 1,?00 ft. /ne our '/!erland+ 6al0 181A; miles ; miles @ miles = miles <ustle @ miles = miles ? miles > miles Run K K K K /ne Day '/!erland+ 6al0 1; miles 1? miles ;= miles @; miles <ustle K K K K Run K K K K 1 Tactical movement is often measured in s*uares on the battle -rid 41 s*uare L 7 feet5 rather than feet. Table: ampered Mo!ement Condition Additional Mo!ement Cost /ifficult .; terrain Obstacle1 .; 'oor visibilit, .; mpassable K 1 "a, re*uire a s0ill chec0

Table: Terrain and /!erland Mo!ement Terrain /esert, sand, 9orest <ills Mun-le "oor "ountains 'lains 3(amp Tundra, fro:en igh1ay .1 .1 .1 .1 .1 .@A= .1 .1 .1 -oad or Trail .1A; .1 .@A= .@A= .1 .@A= .1 .@A= .@A= Trac%less .1A; .1A; .1A; .1A= .@A= .1A; .@A= .1A; .@A=

Table: Mounts and 2ehicles Mount32ehicle "ount 4carr,in- load5 Li-ht horse or li-ht (arhorse Li-ht horse 4171F=70 lb.50 Li-ht (arhorse 4;@1F?C0 lb.50 <eav, horse or heav, (arhorse <eav, horse 4;01F?00 lb.50 <eav, (arhorse 4@01FC00 lb.50 'on, or (arpon, 'on, 4G?F;;7 lb.50

&er

our

&er Day => miles @; miles @; miles =0 miles ;> miles ;> miles @; miles ;= miles

? miles = miles = miles 7 miles @81A; miles @81A; miles = miles @ miles

6arpon, 4101F@00 lb.50 @ miles ;= miles /on0e, or mule @ miles ;= miles 0 /on0e, 471F170 lb.5 ; miles 1? miles "ule 4;@1F?C0 lb.50 ; miles 1? miles /o-, ridin= miles @; miles /o-, ridin- 4101F@00 lb.50 @ miles ;= miles Cart or (a-on ; miles 1? miles 3hip Raft or bar-e 4poled or to(ed5, 1A; mile 7 miles Neelboat 4ro(ed5, 1 mile 10 miles Ro(boat 4ro(ed5, 181A; miles 17 miles 3ailin- ship 4sailed5 ; miles => miles 6arship 4sailed and ro(ed5 ;81A; miles ?0 miles Lon-ship 4sailed and ro(ed5 @ miles G; miles Galle, 4ro(ed and sailed5 = miles C? miles 1 Buadrupeds, such as horses, can carr, heavier loads than characters can. 3ee Carr,in- Capacit,, above, for more information. ; Rafts, bar-es, 0eelboats, and ro(boats are used on la0es and rivers. f -oin- do(nstream, add the speed of the current 4t,picall, @ miles per hour5 to the speed of the vehicle. n addition to 10 hours of beinro(ed, the vehicle can also float an additional 1= hours, if someone can -uide it, so add an additional =; miles to the dail, distance traveled. These vehicles can)t be ro(ed a-ainst an, si-nificant current, but the, can be pulled upstream b, draft animals on the shores.

"O# !G ! T<R$$ / "$!3 O!3


Tactical Aerial "ovement Once movement becomes three8dimensional and involves turnin- in midair and maintainin- a minimum velocit, to sta, aloft, it -ets more complicated. "ost fl,in- creatures have to slo( do(n at least a little to ma0e a turn, and man, are limited to fairl, (ide turns and must maintain a minimum for(ard speed. $ach fl,in- creature has a maneuverabilit,, as sho(n on Table+ "aneuverabilit,. The entries on the table are defined belo(. Minimum Forward Speed: f a fl,in- creature fails to maintain its minimum for(ard speed, it must land at the end of its movement. f it is too hi-h above the -round to land, it falls strai-ht do(n, descendin- 170 feet in the first round of fallin-. f this distance brin-s it to the -round, it ta0es fallin- dama-e. f the fall doesn)t brin- the creature to the -round, it must spend its ne.t turn recoverin- from the stall. t must succeed on a /C ;0 Refle. save to recover. Other(ise it falls another @00 feet. f it hits the -round, it ta0es fallin- dama-e. Other(ise, it has another chance to recover on its ne.t turn. Hover: The abilit, to sta, in one place (hile airborne. Move Backward: The abilit, to move bac0(ard (ithout turnin- around. Reverse: A creature (ith -ood maneuverabilit, uses up 7 feet of its speed to start fl,in- bac0(ard. urn: <o( much the creature can turn after coverin- the stated distance. urn in !lace: A creature (ith -ood or avera-e maneuverabilit, can use some of its speed to turn in place. Maximum urn: <o( much the creature can turn in an, one space. "p #n$le: The an-le at (hich the creature can climb. "p Speed: <o( fast the creature can climb. %own #n$le: The an-le at (hich the creature can descend. %own Speed: A fl,in- creature can fl, do(n at t(ice its normal fl,in- speed. Between %own and "p: An avera-e, poor, or clums, flier must fl, level for a minimum distance after descendin- and before climbin-. An, flier can be-in descendin- after a climb (ithout an intervenin- distance of level fli-ht.
Table: Maneu!erability Maneu!erability "inimum for(ard &erfect !one 4ood !one A!erage <alf &oor <alf Clumsy <alf

speed <over "ove bac0(ard Reverse Turn Turn in place "a.imum turn 1p an-le 1p speed /o(n an-le /o(n speed Iet(een do(n and up

Yes Yes 9ree An, An, An, An, 9ull An, /ouble 0

Yes Yes F7 ft. C0OA7 ft. HC0OAF7 ft. An, An, <alf An, /ouble 0

!o !o !o =7OA7 ft. H=7OAF7 ft. C0O ?0O <alf An, /ouble 7 ft.

!o !o !o =7OA7 ft. !o =7O =7O <alf =7O /ouble 10 ft.

!o !o !o =7OA10 ft. !o =7O =7O <alf =7O /ouble ;0 ft.

$#A3 O! A!/ '1R31 T


n round8b,8round movement, simpl, countin- off s*uares, it)s impossible for a slo( character to -et a(a, from a determined fast character (ithout miti-atin- circumstances. Li0e(ise, it)s no problem for a fast character to -et a(a, from a slo(er one. 6hen the speeds of the t(o concerned characters are e*ual, there)s a simple (a, to resolve a chase+ f one creature is pursuin- another, both are movin- at the same speed, and the chase continues for at least a fe( rounds, have them ma0e opposed /e.terit, chec0s to see (ho is the faster over those rounds. f the creature bein- chased (ins, it escapes. f the pursuer (ins, it catches the fleein- creature. 3ometimes a chase occurs overland and could last all da,, (ith the t(o sides onl, occasionall, -ettin- -limpses of each other at a distance. n the case of a lon- chase, an opposed Constitution chec0 made b, all parties determines (hich can 0eep pace the lon-est. f the creature bein- chased rolls the hi-hest, it -ets a(a,. f not, the chaser runs do(n its pre,, outlastin- it (ith stamina.

"O# !G ARO1!/ ! 3B1AR$3


n -eneral, (hen the characters aren)t en-a-ed in round8b,8round combat, the, should be able to move an,(here and in an, manner that ,ou can ima-ine real people could. A 78foot s*uare, for instance, can hold several charactersP the, 2ust can)t all fi-ht effectivel, in that small space. The rules for movement are important for combat, but outside combat the, can impose unnecessar, hindrances on character activities.

$&'LORAT O!
# 3 O! A!/ L G<T
/(arves and half8orcs have dar0vision, but ever,one else needs li-ht to see b,. 3ee Table+ Li-ht 3ources and llumination for the radius that a li-ht source illuminates and ho( lon- it lasts. n an area of bri-ht li-ht, all characters can see clearl,. A creature can)t hide in an area of bri-ht li-ht unless it is invisible or has cover. n an area of shado(, illumination, a character can see diml,. Creatures (ithin this area have concealment relative to that character. A creature in an area of shado(, illumination can ma0e a <ide chec0 to conceal itself. n areas of dar0ness, creatures (ithout dar0vision are effectivel, blinded. n addition to the obvious effects, a blinded creature has a 70Q miss chance in combat 4all opponents have total concealment5, loses an, /e.terit, bonus to AC, ta0es a F ; penalt, to AC, moves at half speed, and ta0es a F= penalt, on 3earch chec0s and most 3tren-th and /e.terit,8based s0ill chec0s. Characters (ith lo(8li-ht vision 4elves, -nomes, and half8elves5 can see ob2ects t(ice as far a(a, as the -iven radius. /ouble the effective radius of bri-ht li-ht and of shado(, illumination for such characters. Characters (ith dar0vision 4d(arves and half8orcs5 can see lit areas normall, as (ell as dar0 areas (ithin ?0 feet. A creature can)t hide (ithin ?0 feet of a character (ith dar0vision unless it is invisible or has cover.

Table: Light Sources and 5llumination /b6ect Candle $verburnin- torch Bright nAa0 ;0 ft. Shado1y 7 ft. =0 ft. Duration 1 hr. 'ermanent

Lamp, common 17 ft. @0 ft. ? hr.Apint Lantern, bullse,e, ?08ft. cone 1;08ft. cone ? hr.Apint Lantern, hooded @0 ft. ?0 ft. ? hr.Apint 3unrod @0 ft. ?0 ft. ? hr. Torch ;0 ft. =0 ft. 1 hr. Spell Bright Shado1y Duration &ontinual 'lame ;0 ft. =0 ft. 'ermanent %ancin$ li$(ts 4torches5 ;0 ft. 4each5 =0 ft. 4each5 1 min. %a)li$(t ?0 ft. 1;0 ft. @0 min. *i$(t ;0 ft. =0 ft. 10 min. 1 A candle does not provide bri-ht illumination, onl, shado(, illumination. ; A bullse,e lantern illuminates a cone, not a radius.

IR$AN !G A!/ $!T$R !G


6hen attemptin- to brea0 an ob2ect, ,ou have t(o choices+ smash it (ith a (eapon or brea0 it (ith sheer stren-th.

Smashing an /b6ect 3mashin- a (eapon or shield (ith a slashin- or blud-eonin- (eapon is accomplished b, the sunder special attac0. 3mashinan ob2ect is a lot li0e sunderin- a (eapon or shield, e.cept that ,our attac0 roll is opposed b, the ob2ect)s AC. Generall,, ,ou can smash an ob2ect onl, (ith a blud-eonin- or slashin- (eapon. Armor Class: Ob2ects are easier to hit than creatures because the, usuall, don)t move, but man, are tou-h enou-h to shruoff some dama-e from each blo(. An ob2ect)s Armor Class is e*ual to 10 H its si:e modifier H its /e.terit, modifier. An inanimate ob2ect has not onl, a /e.terit, of 0 4F7 penalt, to AC5, but also an additional F; penalt, to its AC. 9urthermore, if ,ou ta0e a full8round action to line up a shot, ,ou -et an automatic hit (ith a melee (eapon and a H7 bonus on attac0 rolls (ith a ran-ed (eapon. ardness: $ach ob2ect has hardnessKa number that represents ho( (ell it resists dama-e. 6henever an ob2ect ta0es dama-e, subtract its hardness from the dama-e. Onl, dama-e in e.cess of its hardness is deducted from the ob2ect)s hit points 4see Table+ Common Armor, 6eapon, and 3hield <ardness and <it 'ointsP Table+ 3ubstance <ardness and <it 'ointsP and Table+ Ob2ect <ardness and <it 'oints5. it &oints: An ob2ect)s hit point total depends on (hat it is made of and ho( bi- it is 4see Table+ Common Armor, 6eapon, and 3hield <ardness and <it 'ointsP Table+ 3ubstance <ardness and <it 'ointsP and Table+ Ob2ect <ardness and <it 'oints5. 6hen an ob2ect)s hit points reach 0, it)s ruined. #er, lar-e ob2ects have separate hit point totals for different sections. +ner$) #ttacks: Acid and sonic attac0s deal dama-e to most ob2ects 2ust as the, do to creaturesP roll dama-e and appl, it normall, after a successful hit. $lectricit, and fire attac0s deal half dama-e to most ob2ectsP divide the dama-e dealt b, ; before appl,in- the hardness. Cold attac0s deal one8*uarter dama-e to most ob2ectsP divide the dama-e dealt b, = before appl,in- the hardness. Ran$ed Weapon %ama$e: Ob2ects ta0e half dama-e from ran-ed (eapons 4unless the (eapon is a sie-e en-ine or somethinsimilar5. /ivide the dama-e dealt b, ; before appl,in- the ob2ect)s hardness. ,ne''ective Weapons: Certain (eapons 2ust can)t effectivel, deal dama-e to certain ob2ects. ,mmunities+ Ob2ects are immune to nonlethal dama-e and to critical hits. $ven animated ob2ects, (hich are other(ise considered creatures, have these immunities because the, are constructs. Ma$ic #rmor- S(ields- and Weapons: $ach H1 of enhancement bonus adds ; to the hardness of armor, a (eapon, or a shield and H10 to the item)s hit points. .ulnera/ilit) to &ertain #ttacks: Certain attac0s are especiall, successful a-ainst some ob2ects. n such cases, attac0s deal double their normal dama-e and ma, i-nore the ob2ect)s hardness. %ama$ed 0/1ects: A dama-ed ob2ect remains full, functional until the item)s hit points are reduced to 0, at (hich point it is destro,ed. /ama-ed 4but not destro,ed5 ob2ects can be repaired (ith the Craft s0ill. Sa!ing Thro1s: !onma-ical, unattended items never ma0e savin- thro(s. The, are considered to have failed their savinthro(s, so the, al(a,s are affected b, spells. An item attended b, a character 4bein- -rasped, touched, or (orn5 ma0es savin- thro(s as the character 4that is, usin- the character)s savin- thro( bonus5. "a-ic items al(a,s -et savin- thro(s. A ma-ic item)s 9ortitude, Refle., and 6ill save bonuses are e*ual to ; H one8half its caster level. An attended ma-ic item either ma0es savin- thro(s as its o(ner or uses its o(n savin- thro( bonus, (hichever is better.

#nimated 0/1ects: Animated ob2ects count as creatures for purposes of determinin- their Armor Class 4do not treat them as inanimate ob2ects5.

Brea%ing 5tems 6hen a character tries to brea0 somethin- (ith sudden force rather than b, dealin- dama-e, use a 3tren-th chec0 4rather than an attac0 roll and dama-e roll, as (ith the sunder special attac05 to see (hether he or she succeeds. The /C depends more on the construction of the item than on the material. f an item has lost half or more of its hit points, the /C to brea0 it drops b, ;. Lar-er and smaller creatures -et si:e bonuses and si:e penalties on 3tren-th chec0s to brea0 open doors as follo(s+ 9ine F1?, /iminutive F1;, Tin, F>, 3mall F=, Lar-e H=, <u-e H>, Gar-antuan H1;, Colossal H1?. A cro(bar or portable ram improves a character)s chance of brea0in- open a door. Table: Common Armor7 Weapon7 and Shield ardness and it &oints Weapon or Shield ardness &0 Li-ht blade 10 ; One8handed blade 10 7 T(o8handed blade 10 10 Li-ht metal8hafted (eapon 10 10 One8handed metal8hafted (eapon 10 ;0 Li-ht hafted (eapon 7 ; One8handed hafted (eapon 7 7 T(o8handed hafted (eapon 7 10 'ro2ectile (eapon 7 7 Armor special, armor bonus .R7 Iuc0ler 10 7 Li-ht (ooden shield 7 G <eav, (ooden shield 7 17 Li-ht steel shield 10 10 <eav, steel shield 10 ;0 To(er shield 7 ;0 1 The hp value -iven is for "edium armor, (eapons, and shields. /ivide b, ; for each si:e cate-or, of the item smaller than "edium, or multipl, it b, ; for each si:e cate-or, lar-er than "edium. ; #aries b, materialP see Table+ 3ubstance <ardness and <it 'oints. Table: Substance Substance 'aper or cloth Rope Glass ce Leather or hide 6ood 3tone ron or steel "ithral Adamantine ardness and it &oints it &oints ardness 0 0 1 0 ; 7 > 10 17 ;0 ;Ainch of thic0ness ;Ainch of thic0ness 1Ainch of thic0ness @Ainch of thic0ness 7Ainch of thic0ness 10Ainch of thic0ness 17Ainch of thic0ness @0Ainch of thic0ness @0Ainch of thic0ness =0Ainch of thic0ness

Table: Si8e and Armor Class of /b6ects

Si8e AC Modifier Colossal Gar-antuan <u-e Lar-e "edium 3mall Tin, /iminutive 9ine Table: /b6ect /b6ect F> F= F; F1 H0 H1 H; H= H>

ardness and it &oints ardnes it &oints s Rope 41 inch diam.5 0 ; 3imple (ooden door 7 10 3mall chest 7 1 Good (ooden door 7 17 Treasure chest 7 17 3tron- (ooden door 7 ;0 "asonr, (all 41 ft. > C0 thic05 <e(n stone 4@ ft. thic05 > 7=0 Chain 10 7 "anacles 10 10 "aster(or0 manacles 10 10 ron door 4; in. thic05 10 ?0 Table: DCs to Brea% or Burst 5tems Strength Chec% to: DC Irea0 do(n simple 1@ door Irea0 do(n -ood door 1> Irea0 do(n stron;@ door Iurst rope bonds ;@ Iend iron bars ;= Irea0 do(n barred ;7 door Iurst chain bonds ;? Irea0 do(n iron door ;> Condition DC Ad6ustment0 Hold portal H7 #rcane lock H10 1 f both appl,, use the lar-er number.

Brea% DC ;@ 1@ 1G 1> ;@ ;@ @7 70 ;? ;? ;> ;>

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