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GM Screen
Exploration
/
Breaking and Entering
Breaking Items
Source
PRPG Core Rulebook pg. 175
When a character tries to break or burst something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to determine whether he succeeds. Since hardness doesn't affect an object's break DC, this value depends more on the construction of the item than on the material the item is made of. Consult Table 7–15 for a list of common break DCs.
If an item has lost half or more of its hit points, the item gains the broken condition (see Appendix 2) and the DC to break it drops by 2.
Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
A crowbar or portable ram improves a character's chance of breaking open a door (see Chapter 6).
7-15: DCs to Break or Burst Items
Strength Check to:
DC
Break down simple door
13
Break down good door
18
Break down strong door
23
Burst rope bonds
23
Bend iron bars
24
Break down barred door
25
Burst chain bonds
26
Break down iron door
28
Condition
DC Adjustment*
Hold portal
+5
Arcane lock
+10
*If both apply, use the larger number.