Defenses

If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the Hazard Defenses table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section.

Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from the Hit Points table. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility.
Hazard Defenses
LevelEACHACLACE SaveH SaveL SaveHardnessHP*
–1181512+9+8+22–411–13
0191613+10+9+33–515–17
1191613+11+10+45–723–25
2211815+12+11+57–930–34
3221916+14+12+610–1242–46
4242118+15+14+811–1346–50
5252219+17+15+912–1450–54
6272421+18+17+1113–1554–58
7282522+20+18+1214–1658–62
8302724+21+19+1315–1762–66
9312825+23+21+1516–1866–70
10333027+24+22+1617–1970–74
11343128+26+24+1819–2178–82
12363330+27+25+1920–2282–86
13373431+29+26+2021–2386–90
14393633+30+28+2222–2490–94
15403734+32+29+2323–2594–98
16423936+33+30+2525–27101–107
17434037+35+32+2627–29109–115
18454239+36+33+2729–31117–123
19464340+38+35+2931–33125–131
20484542+39+36+3033–35133–139
21494643+41+38+3236–38144–152
22514845+43+39+3339–41156–164
23524946+44+40+3444–46168–176
24545148+46+42+3646–50180–188
* The Broken Threshold is usually half the hazard's HP.