
BigP4nda |
I tried searching for something on this matter, but I wasn't satisfied with the unclear answers I was finding.
The rules on modifications on constructs state that you can replace its slam attacks with slashing, piercing, or ranged attacks. I am assuming this results in built-in weapons for hands.
Could the construct just wield a weapon without getting modifications (except anything required to give it proficiency?)
I was wanting to make construct armor out of a suit of half-plate armor that could wield a greataxe. (the wizard would pose as a fighter while in it)

Ravingdork |

Did it actually say "replace"? I could have sworn you could put them on in addition to the existing slam attacks (I'm thinking of something like a crossbow mounted on a golem's shoulder for example).
Constructs are only proficient with weapons mentioned in their entry. If you are making a unique construct, that means you pretty much get free reign. Otherwise, reference the modification rules or the base construct.
I've started similar discussions in the past where a lot of people argued that mindless constructs would not be able to wield weapons effectively (that is, not really at all, not even with -4 to hit) and that a controlling caster would have to tell it to swing the sword each round since the construct has no will or thoughts of its own to deduce that the pointy end goes into the other guy.

BigP4nda |
*Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage
It doesn't explicitly state that it's replacing the appendages with weapons, but considering that it's damage type changes I think it is safe to assume so.
The wizard would be controlling it at all times from the inside. He doesn't ever cast spells except to refill his wands/staves/rings or for an emergency (last resort). Though he does cast Dimension Door on himself to escape from the construct (I am ruling it as if he were swallowed by something, since it's a magical being rather than just protective clothing).
So from somebody else's perspective: They see a fighter with half-plate armor and a greataxe who has some wands and staves (Maybe he can cast some spells but he hasn't) basically so that they don't know that inside the armor is a frail little mage

Ravingdork |

Oh, we're thinking of two different modifications. The one you mentioned ONLY applies to ANIMATED OBJECTS, which is a specific kind of construct.
I thought you meant Weapon Modification further down on the page (shown below for your convenience).
Weapon Modification: This modification enhances a construct's physical weaponry. This process includes adding actual weapons (such as blades or spiked chains) to the physical structure of the construct or enhancing existing weapons with additional magical properties. Structural changes alter the construct's damage only. A construct is automatically considered proficient with any weapon added to its structure as a weapon modification. The cost for adding a weapon is determined by the cost of the weapon or weapon enhancement added. The cost for magical enhancements to these weapons is the same as the cost for creating magic weapons as described under Magic Items - Weapons. Performing a weapon modification also requires the Craft Magical Arms and Armor feat.

lemeres |

Well, you could always fall back on the construct type....Here are the relevent bits
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
So...it really depends on what is being allowed. Constructs CAN wield weapons, but (afer gettting the shape qualification down) it depends on whether the specific golem you are making is allowed to just switch, or whether you are restricted to the basic stat block. And going beyond that...well, unfotunately, it is harder to justify, since most constructs are fairly unintelligent (So even if your GM is a bit lenient on changing up the entry, he might question how the constructs learned how to use them)
But yes, there are various constructs available in the bestiaries that use weapons. For example, the Terra-cotta Soldier is a fairly decent option that comes with basic intelligence (of 1) and can be made into variants that allow both melee and ranged combat (and they actually have auto keen on weapons on rounds 2+ and get a bit stronger when close to other terra-cotta soldiers, which ups their value further)
Of course, you could take another approach to this. For some golems, while they may appear to be wielding weapons in their description, it is just their basic slam attack. This can be seen in Stone Golems

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I know there used to be verbiage stating that if you gave a flesh golem a weapon, it would still just slam with the fist that was clutching the weapon - but I'm pretty sure that was 3.x verbiage.
As a general rule, I'd say that nothing with Int - has any weapon proficiencies, whereas constructs with some kind of mind (such as soulbound dolls) probably have Simple proficiency (if no others) and will use the best weapon they can.

Gauss |

So what I think I'm seeing a lot of (please correct me if I'm wrong) is "constructs aren't intelligent enough for proficiency, so they can't use weapons". What about just taking the penalty for being non-proficient and using the weapon regardless?
First, nice necro, not quite 3 years late to the thread. :)
Second, they don't have feats for hit dice (1, 3, 5, etc.), but they do get bonus feats, if any.
Example: Clockwork Soldier (B3 p57) has the bonus feats Improved Initiative and Lightning Reflexes. It is also proficient with it's Halberd.