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 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 double the campaign level, and requires 4 hours of work. For every 5 by which this DC is exceeded, 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, Warcraft, Spycraft or Spellcraft), with a DC of double the campaign level, and requires 8 hours of work. For every 5 by which this DC is exceeded, the time is reduced by 1 hour, to a minimum of 2 hours.

  • Note: These rules replace the use of hit points and hardness for wielded and worn items, when resisting Sunders. Note that unattended objects and fortifications (which includes any doors or walls) still have hardness and hit points and cannot be affected by the Sunder maneuver.