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GM Screen
Mastering Combat
/
Siege Engines
/
Structure Hardness and Hit Points
Gates
Source
Ultimate Combat pg. 167
Gates serve as the entrances and exits to fortified structures, and are typically the weakest spots in any fortification’s defenses. Gates are at least Large, but can be as large as Colossal. It typically takes three full-round actions to open or close a Large gate (up to three creatures can work together to close a Large gate as a full-round action), and larger gates typically take at least a minute to close or open. Gates have ACs based on their size (a Large gate is AC 4, a Huge gate is AC 3, and a Gargantuan or larger gate is AC 0).
Gates can be magically treated. Doing so doubles the hardness and hit points. Magically treating a gate costs 2,000 gp for a Large gate, 4,000 gp for a Huge gate, 8,000 gp for a Gargantuan gate, and 16,000 gp for a Colossal gate. A spellcaster with the
Craft Magic Arms and Armor
feat can magically treat gates.
Gates can be attacked and damaged, or they can become broken (as the condition) with a successful Strength check, usually as a result of ramming. When a gate gains the broken condition, it is effectively breached, and can be moved through as if it were an opening one size smaller.
Table 3-20: Gates
Hit Points
Material
Break DC
1
Hardness
Large
Huge
Gargantuan
Colossal
Wood
35
5
60
135
240
540
Stone
38
8
100
225
400
900
Iron or steel
24
10
200
500
800
1,800
Adamantine
40
20
280
630
1,120
2,520
1: The DC assumes the gate is size Large and is barred and locked. Huge doors increase the break DC by 5, Gargantuan doors increase the DC by 10, and Colossal doors increase the DC by 15.
Arcane lock
increases the DC by 10.