Dealing with constructs as a sorcerer


Advice


Basically, our GM loves to throw us lots of constructs to battle as of late (as well as elementals, but that's more to the grievance of our rogue) and as an arcane caster, I'm as far as I know not very well equipped to be dealing with these things. Especially as I've only recently started growing into the role of battlefield control from a more blast-y setup. So to rectify that I've been looking a bit at some spells that might be decent for dealing with the issue, but since I lack experience, I figured I'd check with more experienced deconstructors on this forum (this is non-PFS by the way and we use pretty much every D&D material if we can source it).

Anyhow, things I've been looking at:

The "Chains of Light spell, 6th level.
http://www.d20pfsrd.com/magic/all-spells/c/chains-of-light
Looks good and all at first glance (to me anyway) but since constructs tends to not be awfully bothered by paralyze, I'm not sure how much of an effect, if any, the "The creature is paralyzed and held in place" part actually is.

Then there's the spell "Sabotage construct", another 6th level spell
http://www.d20pfsrd.com/magic/all-spells/s/sabotage-construct
I have no real experience with mind effecting ailments, so I'm not sure how effective confusion would actually be. Any input on that is greatly appreciated.

And then there's the spells "Apparent master", 5th level, and "Control construct", which is 7th level.
http://www.d20pfsrd.com/magic/all-spells/a/apparent-master
http://www.d20pfsrd.com/magic/all-spells/c/control-construct
Now, the latter of these kind of makes me want to laugh evilly, but that could just be inexperience and the text phrasing it as wresting control away from its master; which undeniably sounds pretty badass.

This is pretty much just what I've found without digging super deep, so if you have opinions and suggestions outside of these spells then that's very much welcome.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Create Pit.

Most constructs don't have great Reflex saves.

Acid Pit

If you must do damage as well as control.

Summon Monster

Gives you great flexibility in what you can do. Summon at the level, or one level less for multiples of the creatures. I would recommend you pick up at the Elemental languages and at least Celestial/Infernal so that you can direct the summons. Since you were talking about 6th level spells, I assume you can cast that high a level spell. Summon Monster V and Summon Monster VI both have elementals which gives a lot of flexibility.

Look for spells that don't have Spell Resistance.


Sometimes buffing your teammates is the best thing you can do versus a construct.


I got by with Enlarge Person, Haste, and Wall of Ice, and did just fine.


Create pit is your best option to disable the construct and buy time. Haste is a freaking awesome option for letting your allies cut it down.
Depending on your GM your knowledge checks might let you work out the weaknesses of the constructs.


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

Never underestimate invisibility. A sorcerer could cast it multiple times on party members to sneak around a construct or two.

From Ultimate Magic, there is a 7th level spell of control construct, though you already knew of that one. Just bears repeating.


Glitterdust is one of the most effective anti golem spells around. Aqeous Orb works very well also and can have dazing spell attached to it.


You might also want to look at Disable Construct from the ACG.


Sagiso wrote:

Basically, our GM loves to throw us lots of constructs to battle as of late (as well as elementals, but that's more to the grievance of our rogue) and as an arcane caster, I'm as far as I know not very well equipped to be dealing with these things. Especially as I've only recently started growing into the role of battlefield control from a more blast-y setup. So to rectify that I've been looking a bit at some spells that might be decent for dealing with the issue, but since I lack experience, I figured I'd check with more experienced deconstructors on this forum (this is non-PFS by the way and we use pretty much every D&D material if we can source it).

Anyhow, things I've been looking at:

The "Chains of Light spell, 6th level.
http://www.d20pfsrd.com/magic/all-spells/c/chains-of-light
Looks good and all at first glance (to me anyway) but since constructs tends to not be awfully bothered by paralyze, I'm not sure how much of an effect, if any, the "The creature is paralyzed and held in place" part actually is.

Then there's the spell "Sabotage construct", another 6th level spell
http://www.d20pfsrd.com/magic/all-spells/s/sabotage-construct
I have no real experience with mind effecting ailments, so I'm not sure how effective confusion would actually be. Any input on that is greatly appreciated.

And then there's the spells "Apparent master", 5th level, and "Control construct", which is 7th level.
http://www.d20pfsrd.com/magic/all-spells/a/apparent-master
http://www.d20pfsrd.com/magic/all-spells/c/control-construct
Now, the latter of these kind of makes me want to laugh evilly, but that could just be inexperience and the text phrasing it as wresting control away from its master; which undeniably sounds pretty badass.

This is pretty much just what I've found without digging super deep, so if you have opinions and suggestions outside of these spells then that's very much welcome.

HMMM dungeons and dragons if i remember most sonic spells deal extra damage to constructs.

Shatter is good and easy to get.
Spells which don't allow spell resistance and aren't mind effecting very good and you can find some really nifty ones out there just run a google search of D&D what ever edition and spells that don't allow spell resistance.


My main problem with the pit spells is that it might put the construct out of reach for our melee units. Though now that I look at it, the base version could be useful. I'll probably switch out one of my lv2 spells for that next chance I get.

As for buffing my allies, I already do that. Construct wants to battle pretty much means my first round is reserved for haste and then maybe invisibility or fly depending on the usefulness in the situation. Though outside of those three I don't have a lot of buffing spells since I recently grew out of my blasting phase. I'll see if i get get a hold of enlarge person or something of that sort eventually.

Glitterdust, wow I forgot that constructs are actually something you can blind. I need to remember that, especially since the spell is on my spell list. Aqueous orb is also on it, but lately the constructs have started to be a bit on the big side for its size limitations... I'm looking at it's big brother "tidal wave" though and I like that I see (it's thematically nice for my sorcerer too).

Disable construct however will probably not be on my spell list. Those things hit hard, and I'd rather not get within melee range of them.

Does anyone have actual firsthand experience using the spells I listed though? Especially the "control construct" one is something that would be nice to know if it works well in practice.


theres wands too

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