Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

<- Return to All Rules (Group by Source)
<- Return to Breaking and Entering

All Rules in Breaking and Entering

+ An entry marked with this has additional sections within it.

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 Itesm

Strength Check to:DC
Break down simple door13
Break down good door18
Break down strong door23
Burst rope bonds23
Bend iron bars24
Break down barred door25
Burst chain bonds26
Break down iron door28
ConditionDC Adjustment*
Hold portal+5
Arcane lock+10
*If both apply, use the larger number.