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.
Items use the Item Save Table.
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.
If any item fails a saving throw against Disintegration, it is automatically destroyed.
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.
If any item is subject to a Glancing Hit against Disintegration, it instantly loses half its levels of Quality.
Success
If an Item successfully saves, no damage is done.
Item Material
The primary material the item is made of is used for Saving Throws. For example, Plate Mail is primarily Metal and so would use a Metal Save. If, however, a Called Attack was made against the leather straps on a character's armour, the material that would make the Save would be Leather.
- Bone - Bone, carapace, shell, chitin, antler, horn and other mineral organic components.
- Cloth & Textiles - Light textiles such as silk, cotton or wool. Silk rope.
- Glass - Glass and other fragile, resistive materials.
- Leather & Flesh - Tanned hide or still living flesh. Muscle, meat and gristle - softer organic components.
- Metals - All forms of hard metal
- Oils* - Combustible chemicals.
- Paper - Paper and other fine fibered materials. Also includes extremely treated hide like parchment and vellum.
- Potions* - Non-combustible chemicals.
- Pottery & Brittle Mineral - Hardened clay and pottery. Thin marble and fragile crystalline structures.
- Rock & Crystal - Stone, rock, ore and hard crystals. Inorganic minerals.
- Rope & Fibers - Coarse and heavy fibrous material. Hemp rope.
- Wood (Thick) - Hard Wood or Magical Wood that is 3 inches or more thick.
- Wood (Thin) - Hard Wood or Magical Wood that is less than 3 inches thick. All Soft Wood.
- Refers to the liquid and not the vessel. Note that some forms of damage (such as a acid or electrical) could fundamentally change the properties - this is still considered Quality loss from damage.
Damage Saves
The type of damage an Item saves against determines how likely it is to succeed against the Save. If an X is listed, no damage can be inflicted and the object automatically saves successfully - cloth cannot be damaged by throwing it off a cliff.
- Acid - Requires the object to be significantly splashed or submerged in acid.
- Crushing Blow - Object struck by giant weapon or with significant force or speed. Objects flung against hard surfaces also count.
- Normal Blow - Object is struck by a weapon – bludgeoning, slashing or piercing.
- Disintegration - Refers to things that instantly disintegrate or atomize an object, such as the spell of the same name.
- Fall - Refers to the object falling from a height greater than five feet. If the surface is soft, the save gains a +5 bonus. For every five feet after the first, the save suffers a -1 penalty.
- Heat - Campfires, torches and candle flames. The object must be exposed to the fire for significant time – perhaps several rounds.
- Intense Heat - Includes all sources of intense heat, be it extremely hot fires, magma or magical fire. It does not take long – even a round’s exposure causes a save.
- Cold - Any intense, abnormal cold. If the change is gradual, a +2 bonus is applied to the save.
- Energy - Refers to low-power magical energy and electrical shocks. Magic missile and Shocking Grasp fall into this territory.
- Intense Energy - Refers to high-power magical energy and high power shocks. Lightning Bolt and Prismatic Spray.
Apply these reasonably - a single sheet of paper, lying on a table, will not be damaged if hit with a hammer, whilst if deliberately torn to pieces, it will not make a save either, it is just torn apart.
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, Intense Piercing, Sound | |||
| Leather & Flesh | Acid, Energy, Heat, Intense Crushing, Intense Piercing, Necrotic, Radiant, Slashing | |||
| Metals | Acid, Crushing, Intense Energy, Intense Heat, Intense Slashing | |||
| 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 & Brittle Mineral | Crushing, Intense Electrical, Intense Energy, Intense Heat, Intense Piercing, Sound | |||
| Rock & Crystal | Intense Crushing, Intense Energy, Intense Piercing, Sound | |||
| Rope & Fibers | Acid, Heat, Intense Energy, Slashing | |||
| Wood (Thick) | Acid, Heat, Intense Crushing, Intense Electrical, Intense Energy, Intense Piercing, Necrotic, Slashing | |||
| Wood (Thin) | Acid, Crushing, Heat, 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.