Item Saves
Items make Saves like characters but do not make conscious Saving Throws in the same way.
Contents
Item Saves
Instead of using the same Primary Saving Throws as characters do or using a Saving Throw Table based on class, Items make a Save based on their Material and the source of damage.
Failure
If an Item has Integrity, it suffers damage as per the Integrity Rules.
If it does not have Integrity, it instead loses a Level of Item Quality for every 5 points the roll failed by. Once damaged, many (though not all) items can be repaired with time, skill checks and money.
Glancing Hit
An Item Save may suffer a Glancing Hit as per normal Saves. If an Item is hit by one of it's Primary Damage Types, it loses a single level of Quality. Otherwise, treat the Save as a Success.
Success
If an Item successfully saves, no damage is done.
Primary Damage
Different Materials are able to receive different types of damage to a different degree - for instance, glass dropped on the floor is more likely to shatter the further it is dropped from and the harder it lands. No matter how hard a rope lands, however, it is unlikely to explode.
If subject to a source of Primary Damage, roll damage normally against the item. For every 5 points of damage an object would receive, apply a -1 to the Saving Throw. If an item considers the normal Damage type to be a Primary Damage, it automatically considers Intense Damage to also be a Primary Damage type.
| Item Primary Damage by Material | ||||
|---|---|---|---|---|
| Material | Damage Type | |||
| Bone | Acid, Bludgeoning, Intense Electrical, Intense Energy, Necrotic, Slashing, Sound | |||
| Cloth & Textiles | Acid, Intense Electrical, Intense Energy, Heat, Slashing | |||
| Glass | Crushing, Intense Energy, Intense Heat, Sound | |||
| Leather & Flesh | Acid, Energy, Heat, Intense Crushing, Intense Piercing, Necrotic, Radiant, Slashing | |||
| Metals | Acid, Crushing, Intense Energy, Intense Heat | |||
| Oils* | Acid, Electrical, Heat, Intense Energy, Necrotic, Radiant | |||
| Paper | Acid, Heat, Intense Electrical, Intense Energy, Slashing | |||
| Potions | Acid, Electrical, Intense Energy, Intense Heat, Necrotic, Radiant | |||
| Pottery | Crushing, Intense Electrical, Intense Energy, Intense Heat, Sound | |||
| Rock & Crystal | Acid, Intense Crushing, Intense Energy, Sound | |||
| Rope | Acid, Heat, Intense Energy, Slashing | |||
| Wood (<3 Inches) | Acid, Crushing, Heat, Intense Electrical, Intense Energy, Intense Piercing, Necrotic, Slashing | |||
| Wood (3 Inches+) | Acid, Heat, Intense Crushing, Intense Electrical, Intense Energy, Intense Piercing, Necrotic, Slashing | |||
Modifiers
A number of significant modifiers are made to Saves depending on the circumstances.
Character Using Object
If a character is wearing the item, using the item or otherwise able to move the item or protect it, they may add their Reflex or Defense modifier to the Save, not including any Defence Modifier the item making the Save adds to that character.
Enhancement Modifiers
If the object has any Enhancement bonuses that apply to Item Saves these are factored in. For example, +3 Magical Armour adds a +3 bonus to the Item Save.
Magical Items
Magical Items receive a +10 bonus on all Item Saves.