How Object-like are animate objects


Rules Questions


1 person marked this as FAQ candidate.

Recent points on the forums have noticed some things, curious what everyone else's take on it is. Mine is that animated objects are both objects and creatures:

1) objects take half damage from energy attacks and apply hardness:
So, animate objects seem to get this extra resistance from energy attacks as well.
Hardness works both as DR (versus physical stuff) and Resistance (because it works against energy too). Pretty nifty.

Animated objects in effect have 'improved evasion,' because they take half damage from energy attacks, and if they make their save, no damage. (I'm thinking 0 damage and not 1/4th damage because all multipliers/dividers are done as additions or subtractions of the base value, not actual multiplication, like x2 a x2 makes it a x3, not x4, so inversely it's .5x - .5x, not 1/2 times 1/2 X). Actually, it's better than improved evasion since it takes half on all energy, say rays or flaming enchantments, etc.

Some may argue that no, animate objects are creatures so they lose their special object energy resistance. I personally don't see why a statue suddenly becomes more flammable if it was to move.

Animated objects gain the broken condition when they fall to half hit points or less.

Golems and other constructs are not subject to this oddness. Only animated objects, because they are objects.

On objects in Additional rules:
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Immunities: Objects are immune to nonlethal damage and to critical hits. Even animated objects, which are otherwise considered creatures, have these immunities.

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