Broken

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Broken

Weapons, armor and any other worn or wielded object can be broken. A broken item suffers from the following penalties:

  • A weapon (including an implement) suffers a -2 penalty to attack and damage rolls.
  • A wand or staff requires 1 additional charge when activating any ability.
  • Broken armor inflicts a -2 penalty to AC (even if the armor provides less than +2 to AC normally).
  • Any other item simply ceases to provide any benefit to the wielder/wearer until repaired.

A broken item typically cannot be destroyed except by some extraordinary means, such as a Disjunction spell.

Broken non-magical items can be repaired with the Mending cantrip (which requires 10 minutes to cast), or the appropriate Profession skill used to craft the item in question. The DC of the profession skill is an Average DC based on the current campaign level, and requires 4 hours of work. For every difficulty category by which this DC is exceeded (i.e. Challenging, Hard, and Impossible), the time is reduced by 1 hour, to a minimum of 1 hour.

Broken magic items can be repaired using the Make Whole spell (level 2 wizard, sorcerer or cleric), or by using the Creator feat. Use of the Creator feat requires a skill check against the character's Bailiwick skill (Divinity, Reason, Naturalism, Warfare, Spycraft or Spellcraft), with an Average DC based on the current campaign level, and requires 8 hours of work. For every 5 by which this DC is exceeded, the time is reduced by 2 hours, to a minimum of 2 hours.

Unattended objects, structures (such as doors and portcullises), fortifications (such as walls and towers) and even vehicles can also gain the Broken condition if they are successfully sundered a number of times equal to their listed durability. A broken object is shattered, or otherwise compromised enough to gain access to its contents (if any). A broken structure or fortification is compromised enough that the creature which successfully broke it can pass through it. A broken vehicle is no longer able to operate or be steered. In the case of air-based vehicles, they sink to the ground (though the rapidity of this descent is up to the GM; generally, magically buoyant vehicles should descend to the ground somewhat gracefully). For additional details on sundering unattended objects, structures, fortifications and vehicles, see the Breaking Objects rules page.

  • Note: These rules replace the use of hit points and hardness for wielded and worn items, when resisting Sunders.