Sunder (Combat Maneuver)

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Sunder

Type of Action: An attack action in place of a melee attack. If you make a Sunder attempt at less than your full BAB, you still use your full CMD for the Sunder attempt.

The Sunder combat maneuver can be used for two purposes: to attempt to sunder an item held or worn by an opponent, or to attempt to break or destroy an unattended object, fortification or structure.

A successful Sunder attempt inflicts 1 point of Durability Damage which is subtracted from an objects Durability score. Most wielded and common objects have a Durability score of 1, so a successful Sunder inflicts the Broken status immediately. Vehicles, fortifications, and very durable items such as armor and shields may have a higher Durability score.

To attempt to sunder an item held or worn by your opponent:

  • A Sunder must be made within the reach of the weapon used for the Sunder attempt. Note that unarmed attacks may sometimes also be used, and the reach requirement is the same.
  • If you do not have Sunder, Improved (Feat) or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your CMB for the sunder attempt.
  • If your attack is successful, and removes all of the Durability of the item, the item you are sundering gains the Broken condition. Broken weapons inflict a -2 penalty to attack and damage rolls on the wielder until repaired, and broken armor inflicts a -2 penalty to the wearer's armor class. Wands and Staves which are broken require twice as many charges to activate their abilities. Any other item which is broken stops providing any benefit until repaired.
  • Only the actual items, armor, or weapons of creatures can be sundered. Natural armor, natural weapons and special abilities are not subject to Sunder attacks.
  • Where normally all items worn or wielded have a Durability of 1 (meaning they require only a single successful Sunder attempt to inflict the Broken condition), armor and shields are exceptions to this. Armor and shields have durability scores depending on the the type of armor and shields in question. Refer to the Sunders Against Armor and Sunders Against Shields entries for details.
  • A creature wielding a shield who is targeted with a Sunder combat maneuver may always elect to have its shield be the target of the sunder attempt, instead of the object being targeted, as long as the shield is not already Broken.


To attempt to sunder an unattended object, fortification or structure:

  • The sunder attempt is typically performed outside of combat, or as an attack by a Siege Weapon, though it can be done as part of an attack action in place of a melee attack, just like a Sunder against a worn or wielded item.
  • If the weapon you are wielding to perform the Sunder combat maneuver does not have the Sunder weapon quality, it cannot be used to sunder an object, structure or fortification made from metal or stone. Any weapon (even fists) can be used to make sunder attempts against softer objects, such as wood or glass, however.
  • The DC of the Sunder combat maneuver for most objects, structures and fortifications can be found on the Breaking Objects page.
  • Most unattended objects can be sundered with a single successful Sunder combat maneuver, but most structures and fortifications require multiple successful Sunder checks (this is denoted as the object's "Durability", listed on the Breaking Objects page).
  • For every 5 by which you beat the Sunder DC for the listed object, your number of successful checks is increased by 1. For example, if a Reinforced Chest requires a Sunder DC of 22, and has a Durability of 4 successes, and your CMB check to sunder it is 37 or more, you break it with that one Sunder attempt (1 success for equaling the DC of 22, and another 3 successes for being 15 over the DC).
  • Once the number of successes is achieved to equal or exceed the object's listed Durability, the object becomes Broken.
  • Broken objects cease doing what they were designed to do. In the case of a broken chest, it is destroyed enough to allow its contents to be removed.
  • Broken structures, such as doors and gates, are broken enough to allow a character to pass through its shattered remains.
  • Broken fortifications, like walls or the ground, have been penetrated 5 feet in depth, such that a character may enter the square that was broken. In some cases, such as the ground, there's often more material behind that first 5 feet. This is how acts like tunneling under a wall (or smashing through a wall) can be performed.

Objects are rarely so destroyed that they cannot be repaired with magic or by the appropriate craftsman. Magic items can only be destroyed via spells such as Disjunction, while mundane objects must be pretty thoroughly obliterated (as with a Disintegrate spell) before they are too destroyed to be repaired by a Mending spell. No amount of Sundering something can render it into a worse condition than Broken.