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When a character tries to break something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the Sunder special attack) to see whether he or she succeeds. The DC depends more on the construction of the item than on the material.
If an item has lost half or more of its hit points, the DC to break it drops by 2.
Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine -16, Diminutive -12, Tiny -8, Small -4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
A crowbar or portable ram improves a character’s chance of breaking open a door.

ObjectHardnessHit PointsBreak DC
Rope (1 inch diam.)0223
Simple wooden door51013
Small chest5117
Good wooden door51518
Treasure chest51523
Strong wooden door52023
Masonry wall (1 ft. thick)89035
Hewn stone (3 ft. thick)854050
Chain10526
Manacles101026
Masterwork manacles101028
Iron door (2 in. thick)106028

Strength Check to:DC
Break down simple door13
Break down good door18
Break down strong door23
Burst rope bonds23
Bend iron bars24
Break down barred door25
Burst chain bonds26
Break down iron door28
ConditionDC Adjustment§
Hold portal+5
Arcane lock+10

§If both apply, use the larger number.

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