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		<title>SRD:Breaking and Entering - История изменений</title>
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		<updated>2026-05-04T00:50:40Z</updated>
		<subtitle>История изменений этой страницы в вики</subtitle>
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		<id>http://wiki.rpground.ru/index.php?title=SRD:Breaking_and_Entering&amp;diff=7028&amp;oldid=prev</id>
		<title>Green Dragon: Fixing Template:Odd-Even call</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=SRD:Breaking_and_Entering&amp;diff=7028&amp;oldid=prev"/>
				<updated>2010-01-04T18:59:31Z</updated>
		
		<summary type="html">&lt;p&gt;Fixing &lt;a href=&quot;/%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Odd-Even&quot; title=&quot;Шаблон:Odd-Even&quot;&gt;Template:Odd-Even&lt;/a&gt; call&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{OGL Top}}&lt;br /&gt;
==Breaking and Entering==&lt;br /&gt;
&lt;br /&gt;
When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.&lt;br /&gt;
&lt;br /&gt;
====Smashing an Object====&lt;br /&gt;
&lt;br /&gt;
Smashing a weapon or shield with a [[SRD:Slashing Weapon|slashing]] or [[SRD:Bludgeoning Weapon|bludgeoning]] weapon is accomplished by the [[SRD:Sunder|sunder]] special attack. Smashing an object is a lot like sundering a weapon or shield, except that your [[SRD:Attack Roll|attack roll]] is opposed by the object’s [[SRD:AC|AC]]. Generally, you can smash an object only with a bludgeoning or slashing weapon.&lt;br /&gt;
&lt;br /&gt;
=====[[SRD:Armor Class|Armor Class]]=====&lt;br /&gt;
&lt;br /&gt;
Objects are easier to hit than creatures because they usually don’t move, but many are tough enough to shrug off some damage from each blow. An object’s [[SRD:Armor Class|Armor Class]] is equal to 10 + its size modifier + its [[SRD:Dexterity|Dexterity]] modifier. An inanimate object has not only a [[SRD:Dexterity|Dexterity]] of 0 (–5 penalty to [[SRD:AC|AC]]), but also an additional –2 penalty to its [[SRD:AC|AC]]. Furthermore, if you take a [[SRD:Full-Round Actions|full-round action]] to line up a shot, you get an automatic hit with a [[SRD:Melee Weapon|melee weapon]] and a +5 bonus on [[SRD:Attack Roll|attack rolls]] with a [[SRD:Ranged Weapon|ranged weapon]].&lt;br /&gt;
&lt;br /&gt;
=====Hardness=====&lt;br /&gt;
&lt;br /&gt;
Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s [[SRD:Hit Points|hit points]] (see Table: Common Armor, Weapon, and Shield Hardness and [[SRD:Hit Points|Hit Points]]; Table: Substance Hardness and [[SRD:Hit Points|Hit Points]]; and Table: Object Hardness and [[SRD:Hit Points|Hit Points]]).&lt;br /&gt;
&lt;br /&gt;
=====[[SRD:Hit Points|Hit Points]]=====&lt;br /&gt;
&lt;br /&gt;
An object’s hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and [[SRD:Hit Points|Hit Points]]; Table: Substance Hardness and [[SRD:Hit Points|Hit Points]]; and Table: Object Hardness and [[SRD:Hit Points|Hit Points]]). When an object’s [[SRD:Hit Points|hit points]] reach 0, it’s ruined.&lt;br /&gt;
&lt;br /&gt;
Very large objects have separate hit point totals for different sections.&lt;br /&gt;
&lt;br /&gt;
======Energy Attacks======&lt;br /&gt;
&lt;br /&gt;
Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.&lt;br /&gt;
&lt;br /&gt;
======Ranged Weapon Damage======&lt;br /&gt;
&lt;br /&gt;
Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object’s hardness.&lt;br /&gt;
&lt;br /&gt;
======Ineffective Weapons======&lt;br /&gt;
&lt;br /&gt;
Certain weapons just can’t effectively deal damage to certain objects.&lt;br /&gt;
&lt;br /&gt;
======Immunities======&lt;br /&gt;
&lt;br /&gt;
Objects are immune to [[SRD:Nonlethal Damage|nonlethal damage]] and to [[SRD:Critical Hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
Even animated objects, which are otherwise considered creatures, have these immunities because they are [[SRD:Construct Type|constructs]].&lt;br /&gt;
&lt;br /&gt;
======Magic Armor, Shields, and Weapons======&lt;br /&gt;
&lt;br /&gt;
Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the item’s [[SRD:Hit Points|hit points]].&lt;br /&gt;
&lt;br /&gt;
======Vulnerability to Certain Attacks======&lt;br /&gt;
&lt;br /&gt;
Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.&lt;br /&gt;
&lt;br /&gt;
======Damaged Objects======&lt;br /&gt;
&lt;br /&gt;
A damaged object remains fully functional until the item’s [[SRD:Hit Points|hit points]] are reduced to 0, at which point it is destroyed.&lt;br /&gt;
&lt;br /&gt;
Damaged (but not destroyed) objects can be repaired with the [[SRD:Craft Skill|Craft]] skill.&lt;br /&gt;
&lt;br /&gt;
=====Saving Throws=====&lt;br /&gt;
&lt;br /&gt;
Nonmagical, unattended items never make [[SRD:Saving Throw|saving throws]]. They are considered to have failed their [[SRD:Saving Throw|saving throws]], so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) makes [[SRD:Saving Throw|saving throws]] as the character (that is, using the character’s [[SRD:Saving Throw|saving throw]] bonus).&lt;br /&gt;
&lt;br /&gt;
Magic items always get [[SRD:Saving Throw|saving throws]]. A magic item’s [[SRD:Saving Throw|Fortitude]], [[SRD:Saving Throw|Reflex]], and [[SRD:Saving Throw|Will]] save bonuses are equal to 2 + one-half its [[SRD:Caster Level|caster level]]. An attended magic item either makes [[SRD:Saving Throw|saving throws]] as its owner or uses its own [[SRD:Saving Throw|saving throw]] bonus, whichever is better.&lt;br /&gt;
&lt;br /&gt;
======Animated Objects======&lt;br /&gt;
&lt;br /&gt;
Animated objects count as creatures for purposes of determining their [[SRD:Armor Class|Armor Class]] (do not treat them as inanimate objects).&lt;br /&gt;
&lt;br /&gt;
====Breaking Items====&lt;br /&gt;
&lt;br /&gt;
When a character tries to break something with sudden force rather than by dealing damage, use a [[SRD:Strength|Strength]] check (rather than an [[SRD:Attack Roll|attack roll]] and [[SRD:Attack Damage|damage roll]], as with the [[SRD:Sunder|sunder]] special attack) to see whether he or she succeeds. The [[SRD:DC|DC]] depends more on the construction of the item than on the material.&lt;br /&gt;
&lt;br /&gt;
If an item has lost half or more of its [[SRD:Hit Points|hit points]], the [[SRD:DC|DC]] to break it drops by 2.&lt;br /&gt;
&lt;br /&gt;
Larger and smaller creatures get size bonuses and size penalties on [[SRD:Strength Check|Strength check]]s to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.&lt;br /&gt;
&lt;br /&gt;
A [[SRD:Crowbar|crowbar]] or [[SRD:Portable Ram|portable ram]] improves a character’s chance of breaking open a door.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20 minimize&amp;quot; {{#vardefine:odd|0}}&lt;br /&gt;
|+ {{#anc:Table: Common Armor, Weapon, and Shield Hardness and [[SRD:Hit Points|Hit Points]]}}&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Weapon or Shield !!Hardness !!HP&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Light blade ||10 ||2 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | One-handed blade ||10 ||5 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Two-handed blade ||10 ||10 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Light metal-hafted weapon ||10 ||10 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | One-handed metal-hafted weapon ||10 ||20 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Light hafted weapon ||5 ||2 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | One-handed hafted weapon ||5 ||5 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Two-handed hafted weapon ||5 ||10 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Projectile weapon ||5 ||5 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Armor || special&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[SRD:Armor Bonus|armor bonus]] &amp;amp;times; 5 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Buckler ||10 ||5 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Light wooden shield ||5 ||7 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Heavy wooden shield ||5 ||15 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Light steel shield ||10 ||10 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Heavy steel shield ||10 ||20 &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tower shield ||5 ||20 &lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;foot&amp;quot; colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
# The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each [[SRD:Size Category|size category]] of the item smaller than Medium, or multiply it by 2 for each [[SRD:Size Category|size category]] larger than Medium.&lt;br /&gt;
# Varies by material; see Table: Substance Hardness and [[SRD:Hit Points|Hit Points]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Substance Hardness and [[SRD:Hit Points|Hit Points]]=====&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Substance !!Hardness !![[SRD:Hit Points|Hit Points]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Paper or cloth ||0 ||2/inch of thickness &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Rope ||0 ||2/inch of thickness &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Glass ||1 ||1/inch of thickness &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ice ||0 ||3/inch of thickness &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leather or hide ||2 ||5/inch of thickness &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Wood or [[SRD:Darkwood|darkwood]] ||5 ||10/inch of thickness &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[SRD:Alchemical Silver|Alchemical silver]] ||8 ||10/inch of thickness &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[SRD:Dragonhide|Dragonhide]] ||10 ||10/inch of thickness&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Stone ||8 ||15/inch of thickness &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[SRD:Mundane Crystal|Mundane crystal]] ||8 ||25/inch of thickness &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Iron, steel, or [[SRD:Deep Crystal|deep crystal]] ||10 ||30/inch of thickness &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[SRD:Mithral|Mithral]] ||15 ||30/inch of thickness &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[SRD:Adamantine|Adamantine]] ||20 ||40/inch of thickness &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Size and [[SRD:Armor Class|Armor Class]] of Objects=====&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Size !![[SRD:AC|AC]] Modifier &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Colossal ||–8 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Gargantuan ||–4 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Huge ||–2 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Large ||–1 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medium ||+0 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Small ||+1 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Tiny ||+2 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Diminutive ||+4 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Fine ||+8 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Object Hardness and [[SRD:Hit Points|Hit Points]]=====&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Object !!Hardness !![[SRD:Hit Points|Hit Points]] !!Break [[SRD:DC|DC]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Rope (1 inch diam.) ||0 ||2 ||23 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Simple wooden door ||5 ||10 ||13 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Small chest ||5 ||1 ||17 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Good wooden door ||5 ||15 ||18 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Treasure chest ||5 ||15 ||23 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Strong wooden door ||5 ||20 ||23 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Masonry wall (1 ft. thick) ||8 ||90 ||35 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Hewn stone (3 ft. thick) ||8 ||540 ||50 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Chain ||10 ||5 ||26 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Manacles ||10 ||10 ||26 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Masterwork manacles ||10 ||10 ||28 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Iron door (2 in. thick) ||10 ||60 ||28 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: [[SRD:DC|DCs]] to Break or Burst Items=====&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | [[SRD:Strength|Strength]] Check to: !![[SRD:DC|DC]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Break down simple door ||13 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Break down good door ||18 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Break down strong door ||23 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Burst rope bonds ||23 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Bend iron bars ||24 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Break down barred door ||25 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Burst chain bonds ||26 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Break down iron door ||28 &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Condition !! [[SRD:DC|DC]] Adjustment&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | ''[[SRD:Hold Portal|Hold portal]]'' ||+5 &lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | ''[[SRD:Arcane Lock|Arcane lock]]'' ||+10 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; class=&amp;quot;foot&amp;quot;|&lt;br /&gt;
# If both apply, use the larger number.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[System Reference Document]]&lt;br /&gt;
&lt;br /&gt;
{{Admin_Locked_Page}}&lt;br /&gt;
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[[Category:SRD|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Rule|{{BASEPAGENAME}}]]&lt;br /&gt;
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&lt;br /&gt;
{{OGL Bottom|the System 3.5 Reference Document|SRD}}&lt;/div&gt;</summary>
		<author><name>Green Dragon</name></author>	</entry>

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