In some games, characters may wish to destroy objects - or even the ability to destroy structures such as walls or even whole buildings and bridges. Doing so requires more powerful weapons be they larger or magically enhanced. These rules here are present to show how to do just this within the rules.
Sunder
Objects can be targeted with attacks as if they were a creature. This is known as a Sunder and any attack against an object is also counted as a Sunder for similar effects.
Sunder is an attack versus the object's Defense/Avoid, if unattended this is 0 and cannot be critically hit. Attended objects use the wielder's Defense/Avoid.
Each object possess HP and Soak like a normal character. The HP and Soak of object is determined by their approximate size, and may be modified by the materials of the object.
Materials:
Use the objects listed above for objects of around the same size.
Magical objects increase their Soak by 2 against nonmagical weapons. Magical weapons treat the Soak of nonmagical objects as 2 less.
Objects which are reduced to 0 HP through sundering gain the Broken condition until repaired. In order to repair broken objects it requires an appropriate Artisan check. Common mundane items are DC 5, weapons and armor are DC 10, complex mundane items are DC 15, magical objects are DC 30 and they can alternatively be repaired through Spellcraft.
Structures
Walls, doors, and other inanimate structures are also able to be sundered like regular objects. These are against a Defense/Avoid of 0, and cannot be critically hit. Damage is dealt normally, and some structures (such as wooden ones) may have Weakness to damage such as Fire at the GM’s discretion.