Other ways to fight robots (no adamantine, no 2-handed weapons)


Advice

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Sovereign Court

Okay, so one of the main criticisms towards the current season of PFS is that robots mean that everyone should stock up on adamantine/2H greatswords.

I'm not entirely naive. Our party used them to great effect.

But I also think there are or should be other ways. I don't think the current season is quite that dumb; there are other ways to smack down our mechanical overlords, some of us (me) just don't know it yet.

So here's the question. What OTHER tactics are there that work?

For reference purposes, let's talk about enemies with the following properties:

  • Neutral alignment, so no Smite Evil
  • Construct (Robot) type.
  • Hardness 10
  • A lot of HP
  • Good BAB, decent Str, so decent CMD
  • Not categorically immune to magic, but immune to mind-affecting stuff; and yet intelligent.
  • Hardness is applied before Electricity Vulnerability (the current consensus, based on a 3.5 ruling).
  • Tends to hit hard with its own weapons.
  • May be able to heal other robots

    I think if we can come up with more stratagems than "hit as hard as you possibly can", that our playing experience will be enriched. So let's have at it!

  • Sovereign Court

    A build with butterfly strike would excel, especially combined with someone else in the group with an earthshaker. While in the same vein, it's not you hitting hard - it's you helping them hit hard.

    Of note - constructs aren't immune to illusions such as silent image as figments aren't on their list. So - for example - if they're melee only - put them in an illusionary cage and plink them to death. Or if there's more than one - put all but one in boxes so that your group can fight them piecemeal. (my illusion based sorceror's standard tactic - great for constructs as they have low saves)

    Grand Lodge

    We got great use in tier 1 of my tiger's grapple attack against constructs. It got the damn thing pinned so that the rest of us could bludgeon it.

    Hmm

    Silver Crusade

    The robots have CMD, but won't stand up (pun intended) to a dedicated tripper. Keep them on the ground, so heavy hitters can hit. +4 us/-4 them is a big deal.

    Hardness 10 is not energy invulnerability. Hit them with the big spells. 1d6+3+4d6 (4th level magus) electricity gets much of the way through hardness and then applies electricity damage.

    Charging cavaliers can hit very hard.

    Glitterdust can blind them, I believe.

    Grand Lodge

    Disable Construct, and Sands of Time spells.

    Also, a Clockwork Key is great for casters going against them.

    Scarab Sages

    Clustered Shots
    Pummeling Style
    Martial Artist Monk or Steel Breaker Brawler


    Imbicatus wrote:
    Clustered Shots

    Clustered Shots doesn't work vs hardness.

    Grand Lodge

    Untwisting Iron Strength.


    I took care of 2 stinking robots with a pair of lightning bolts.

    Sovereign Court

    Yeah, there's some funny stuff going on with hardness. Previous powers meant to penetrate DR don't work against hardness, like lantern archons, Smite Evil (where applicable due to alignment) or the Iroran Paladin's Personal Challenge/Ki Pool ability to penetrate DR.

    Clustered Shots doesn't work, stupidly. Pummeling Style does. Kinda dumb that that's different from each other.

    ---

    That Clockwork Key is amazing. Bizarrely powerful and cheap for what it does. Must have.

    I dunno about Sands of Time; seems like Hardness would take the edge off of it, and then level 3 seems a bit much for the actual effect.

    Disable Construct looks like a winner too. Although most casters wouldn't like to be standing in front of the construct if it does make its save. But hey, it also works on golems, so add this to the list of great spells. Maybe with Reach...

    ---

    Given that Gearsmen tend to be medium. How viable are maneuvers against them if you're not a loremaster?


    Beiing a child pilot in your own mecha?

    There is the Stonelord paladin that can work pretty well against those robot.


    Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Construct bane weapons.

    Anyone know how magically induced rust works with robots in Numeria? I think robots have a lot of non-metal materials? Anyway, nothing by RAW says rust works, yet it might be worth a try.

    Paizo Employee Creative Director

    2 people marked this as a favorite.

    Magical rust effects would wreak havoc on robots.

    Weapons that crit a lot are also handy against them.


    Saigo Takamori wrote:
    There is the Stonelord paladin that can work pretty well against those robot.

    Funny you should mention that. When we played *redacted* the party mainly survived because I brought my stonelord paladin, he was able to both tank them and hurt them rather effectively. By survive I mean only 1/3rd the party died.

    James Jacobs wrote:
    Weapons that crit a lot are also handy against them.

    Yup, year of the Magus, because the class was already too weak and underplayed.....

    Dark Archive

    Class specific but the Martial Artist ability Exploit Weakness almost seems made to kill Constructs, as does the Liberator Barbarians Hard Hitter ability and the Rage Power Gearsmasher.

    Grand Lodge

    Crypt Breaker Alchemists.


    4 people marked this as a favorite.

    1- Explain that it is locked into a robitcs law paradox and must destroy itself.

    2- Treat it real nice so that when it falls in love with you it explodes.

    3- Trap it in some sort of trash compactor.

    4- While in the future reprogram it to go back in time to protect you now.

    5- Knowledge Robotics=off switch.

    6- If Earth based robots are analogous run up the nearest stairs and laugh.

    7- Hack wireless network give it a virus.

    8- Hack wireless network self destruct command.

    Lantern Lodge

    Oracle of Nature has Erosion Touch and, at 11th level, Undo Artifice.

    Oracle of Metal has Rusting Grasp.

    The Shaman's Nature Spirit has Erosion Curse.


    Warpriests with the Artifice Blessing could take out the 'bots fairly handily. Pair him up with a Skald of some sort (maybe the horn one) just for added smash. Paladins of Torag with the Temple Champion archetype could also do it.

    Conjuration Wizards using stuff from Champions of Balance might be able to have a smite effect off one of their summons that can get past that.

    Wizard teamed up with an Alchemist who is using grenades from the Technology Guide. Drop construct in a pit, and have the Alchemist drop a couple grenades in to blow it apart.


    Does the Dwarf's Monk FCB work against robots? I'm not sure if constructs are considered "objects". For reference:

    Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).

    If so a Dragon Style Hungry Ghost Dwarf with this FCB could compete handily for DPR against robots.

    Sovereign Court

    It looks like robots would still get to apply their Hardness against Rusting Grasp and suchlike. Although the damage is pretty good (3d6 + caster level, one attack per round, caster level rounds).

    Anyway, there's quite a few things being named here that I didn't know about. Keep it up!


    1 person marked this as a favorite.

    Most of the same stuff that works on constructs in general will also do a number on robots. They generally have low touch and reflex saves. Spells that target reflex saves like grease or create pit, bringing along tanglefoot bags, etc.


    Some of the rare weapons, like nets, bolas, tanglefoot bags will work well.

    And, any party buff spell. Instead of watching a burning hands do nothing, cast enlarge person instead. Cast shield of faith on your front line fighter with the two-handed weapon, so he/she can last longer.

    There's NO shortage of these in the game, and there's no save, no SR.

    It just works.


    Pathfinder Adventure Path Subscriber

    Impossible bloodline

    Bloodline Arcana

    Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.

    Constructs are treated as living creatures for the purposes of determining which spells affect them.


    Arachnofiend wrote:

    Does the Dwarf's Monk FCB work against robots? I'm not sure if constructs are considered "objects". For reference:

    Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).

    If so a Dragon Style Hungry Ghost Dwarf with this FCB could compete handily for DPR against robots.

    Also the dwarf brawler FBC.

    Grand Lodge

    Pathfinder Adventure, Rulebook Subscriber
    blackbloodtroll wrote:
    Crypt Breaker Alchemists.

    True dat. Mine has Tanglefoot Bombs. Entangled, glued to the floor, and massive acid damage on top? Yes please!

    Grand Lodge

    I have been considering a Crypt Breaker PFS character.

    I was thinking Half-Orc, or Half-Elf.

    I like that against non-constructs and corporeal undead, the Bombs deal Force Damage.

    It's 1d4, but bypasses the usual energy resistance, and can damage incorporeal foes.

    Grand Lodge

    @blackbloodtroll

    The bombs have been clarified to deal acid damage in both forms, but d8 to constructs/undead and d4 otherwise.

    The FAQ link is on the PFSRD I believe.

    Grand Lodge

    Grease? Another "if they can't stand up, or wind up flatfooted" idea.

    Whips. Not for damage, but for tripping them from far away. Bards, for instance, so their melee buddies get the bonus to hit, in addition to the benefits of bardsong/Inspire Courage.

    Sovereign Court

    Don't robots generally have really high CMD though? Although that's something you could perhaps True Strike around.

    Scarab Sages

    Ascalaphus wrote:
    Smite Evil (where applicable due to alignment)

    Smite Evil bypasses DR regardless of alignment.

    The Exchange

    burkoJames wrote:
    Ascalaphus wrote:
    Smite Evil (where applicable due to alignment)
    Smite Evil bypasses DR regardless of alignment.

    Smite evil only works if the target is evil...


    and hardness don't care what you're smiting.

    The Exchange

    Yeah, I generally dont go around with a big honking adamantine weapon. I did not know that animal companions could be ordered to pin? I kept using them more like a black tentacles spell, only able to grapple for dmg but not pin. Going by that, could you summon a giant crocodile to grapple and pin robots?

    I tend to get a lot of table variation on what GMs will let animal companions do, thus I try not to do more then the bare mininum. I have been raw correct several times but have had several abilities denied in pfs play.

    Off topic, but could you push your animal companion to do non lethal, and what would be the result of a failed push check.

    On the caster side, glitterdust still works, but won't kill constructs outright.

    I don't like season 6, and feel it railroads players in turning into murderhobos - just get a big adamantine weapon and whack stuff, nothing else will work anyway.

    It unfairly penalises animal companion users and casters as most of their spells/atks, won't work on constructs.

    I think pathfinder society should be renamed adamantine weapon society.


    There's a grapple trick. You can teach it to your animal companion. I don't think its a stretch to say the critter keeps trying to make the grapple better by pinning if he's been told to grapple.

    A summoned critter would need to be pushed into it with a dc 25 handle animal check.

    Grand Lodge

    Zedorland wrote:

    @blackbloodtroll

    The bombs have been clarified to deal acid damage in both forms, but d8 to constructs/undead and d4 otherwise.

    The FAQ link is on the PFSRD I believe.

    Nothing official though. An off-hand post by the Creative Director, does not an official errata make.

    In PFS, it will be run, as written, dealing Force damage.

    I have scoured the FAQ/Errata. Nothing else changes this.

    If I missed something official, please provide a link.

    It would be most appreciated.

    Scarab Sages

    BigNorseWolf wrote:


    A summoned critter would need to be pushed into it with a dc 25 handle animal check.

    Even if the summoned critter has grab?


    The ones I can think of are:

    Grease
    Pit spell line
    Glittedust
    Crypt Breaker alchemist
    grappling
    whip and wand of True Strike (even if your not proficient with a whip, use true strike and you are likely to trip them)
    summon creatures or animal companions with the Grab attack
    just any significant electricity damage
    figment type illusions
    Pummeling Style
    I think spells that entangle work

    Seems like I remember that force damage (or maybe it was sonic) bypasses hardness. But I can't find it now.

    Sovereign Court

    We've looked for reasons why Force might bypass hardness, but couldn't find any.

    It looks like electricity damage will first be reduced by harness, before the vulnerability is applied. So while it works better than other elements, it's not great. A classic bladebound kensai shocking grasp critfisher build should achieve some results though.

    Just a Mort wrote:

    I don't like season 6, and feel it railroads players in turning into murderhobos - just get a big adamantine weapon and whack stuff, nothing else will work anyway.

    It unfairly penalises animal companion users and casters as most of their spells/atks, won't work on constructs.

    I think pathfinder society should be renamed adamantine weapon society.

    That's precisely why I set up this topic; because I felt that there were more options, they just weren't as obvious. And so far I've been proven right; quite a few other solutions were offered.

    Scarab Sages

    So rusting grasp (and gauntlets of rust) SHOULD work, though the spell didn't say that it ignores metal's hardness (though any gm with his salt would say it does.). As someone mentioned, the martial artist with exploit weakness can do it super easy (he needs to roll against 10, not the creature's CR, since it is hardness). There is a brawler build that can do it too. Shatter should work, but doesn't (after all, they aren't magical).

    I recall somewhere that it states some damage types bypass some types of hardness, but I can't find where. Maybe that could help?

    Lessie, only other things are basically doing as much damage as possible in one hit. Vital strike build, or a ranger who hates constructs with a construct bane weapon.


    Sonic damage usually ignores hardness


    Should be able to Shatter any weapons carried, even integrated weapons from the Robot subtype.

    You can also utilize Dirty Trick and other controlling effects. While you can't Blindness/Deafness a construct, but you can certainly put a sack on the construct's head so it can't see.

    Lastly, Aid Another actions are amazing.

    Scarab Sages

    Would a slime grenade from the alchemy manual work? It does 2d6 acid to creatures, and 3d6 to equipment that ignores hardness. Since the damage specifically states it ignores hardness for the equipment, would it ignore hardness for the creature?

    Grand Lodge

    BigNorseWolf wrote:

    There's a grapple trick. You can teach it to your animal companion. I don't think its a stretch to say the critter keeps trying to make the grapple better by pinning if he's been told to grapple.

    A summoned critter would need to be pushed into it with a dc 25 handle animal check.

    The grapple trick was what I used with my animal companion. I am pretty sure that eidolons could do it too, if you picked the right evolutions / body type. Or get your barbarian / tank to do it.

    What about the Oracle Wrecker curse? I found it unappealing, but I bet that it would wreak havoc on constructs.

    Hmm

    Scarab Sages

    Hmm wrote:


    What about the Oracle Wrecker curse? I found it unappealing, but I bet that it would wreak havoc on constructs.

    Hmm

    Not really. The level 5 upgrade that ignores hardness is for objects, not creatures. The level 10 ability vs constructs ignores DR, but not Hardness.

    Shadow Lodge

    Create pit then bury it. Thing can't kill you if it's entombed in 30+ feet of dirt and rubble.

    Shadow Lodge

    1. Be a team with a druid, a monk, and other classes that don't need steel.

    2. Befriend a rust monster.

    3. Defend said rust monster as it charges the damn robots.

    4. Profit.


    doc the grey wrote:

    1. Be a team with a druid, a monk, and other classes that don't need steel.

    2. Befriend a rust monster.

    3. Defend said rust monster as it charges the damn robots.

    4. Profit.

    Is there any spell that can summon a rust monster?

    Shadow Lodge

    Ohh I totally forgot.

    Play the Galvanic Saboteur ranger from people of the river and reprogram all the robots making them your friends and allies. For extra fun take a level of iron priest so that you can heal these walking automatons, fielding your own small robot army.

    Shadow Lodge

    DominusMegadeus wrote:
    doc the grey wrote:

    1. Be a team with a druid, a monk, and other classes that don't need steel.

    2. Befriend a rust monster.

    3. Defend said rust monster as it charges the damn robots.

    4. Profit.

    Is there any spell that can summon a rust monster?

    Unfortunately no (there totally needs to be), but they are in essence nonthreatening wildlife since they only feed on ferrus metal and are often portrayed as social or at the very least slightly docile with humans so I would think it's safe to assume they can be tamed and trained. You just have to avoid putting them in with all your loot and metal enclosures.

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