Damaging a Magic Staff and a Handy Haversack

Rules Questions

Pathfinder Starfinder Roleplaying Game Subscriber

So recently, a bunch of my magic items took damage. Specifically my Handy Haversack, as well as a custom staff the game provided (Staff of Earthquakes). So they both took 14 pts of damage. I was told by a fellow player to roll a fortitude save, and because I failed, my staff was destroyed.

Despite my efforts, I cannot find the hit points of a handy Haversack, nor where a fortitude save helps my staff. Help?

Magical Items: Magic items always get saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.


I can't find anything on hit points of wondrous items though.

Make Whole or Greater Make Whole may be able to help depending on the CL of your Staff.

yeh - pretty much just weps and armour have hp and hardness stats

Liberty's Edge

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Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
PRD wrote:

Damaging Magic Items

A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the broken condition, and might not function properly.

Repairing Magic Items

Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic items—if the caster is high enough level.

PRD wrote:

Table: Items Affected by Magical Attacks Order* Item
1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (including weapon, wand, or the like)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else
* In order of most likely to least likely to be affected.

Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. èb]If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects).[/b] Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.

If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.

Table: Substance Hardness and Hit Points wrote:

Paper or cloth Hardness 0 Hit Points 2/in. of thickness
Leather or hide Hardness 2 Hit Points 5/in. of thickness
Wood Hardness 5 Hit Points10/in. of thickness

So, if you are using/wearing, the items you need to roll a 1 on the save against a spell that can damage them (horrid wilting, as an example, do nothing to items):

Then you roll on the above table to wee what kind of item is affected.
Then, if the spell allow it, the item get a save for half damage.

After all that you apply the damage, keeping in mind that:
- energy attacks deal half damage to items unless the energy is "particularly effective against certain objects, subject to GM discretion" (fire isn't particularly effective against a tick piece of wood, it is particularly effective against tinder or paper).
- you subtract the item hardness from the damage dealt.

Now, the staff and the Handy Haversack.

If the staff could be used as a weapon we have this:
Two-handed hafted weapon Hardness 5 Hit Points 10
If the staff had a bonus to to hit and damage those numbers would be higher.

So, unless the attack was particularly effective, it had to deal 30 hp of damage to destroy the staff.

If it couldn't be used as a weapon, it still had 5 points of hardness, and probably 5-10 hp, depending on its weight and shape.

PRD - Staff section wrote:

Physical Description: A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but an exotic few are bone, metal, or even glass. A staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.[/quote+

Typical, yours could have been different.

The Handy Haversack is in a way worse position:
Handy Haversack

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles.


Leather or hide Hardness 2 Hit Points 5/in. of thickness

I doubt the that the leather of the haversack is 1 inch tick in any part of the item, but but we can give it 5 hp as the whole item, as destroying it require to destroy all of it, not simply piercing it.
More would be overly generous, I think.

So the attack only need to deal 14 or more hp of damage before being halved for the haversack to be destroyed.

Note that some attack is inefficient against some item. The haversack would be unarmed by bashing damage, both the staff and the haversack should be practically immune to cold damage and so on.

Your GM can rule something differently, but those are the basic rules for damaging objects.

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