
Areinu |
Despite being past 3 books in Iron Gods I still run into situations where I don't get harness.
First of all, robots from 4th book have force fields:
Force Field (Ex) A field of shimmering energy surrounds a
torturer robot. Damage dealt to the robot is applied to the
force field first. As long as the field is active, the robot is
immune to critical hits. The force field has fast healing 8, but
once the field’s hit points are reduced to 0, the field collapses
and does not reactive for 24 hours.
Does this force field apply the robot hardness? Logic says it wouldn't, but I cannot find any rule that it won't.
EMP. It seems useless. Say robot has hardness 10, as those torturer robots. EMP pistol does 2d6 damage, so even if you hit the robot, at best you're looking at 1-2 damage(excluding criticals). Meanwhile it's description say:
[q]An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. [/q]
Not quite! Sure, it can stagger for 1d4 rounds, but you first need to DEAL damage. And once you reach hardness of 15 or so...
Well, EMP is Electrical type so for most robots it's actually x1.5 damage(but some are not vurnerable to electricity), and even then hardness of 15+ just makes it waste of batteries(as top damage of emp pistol with vulnerability is still just 18). Good luck trying to EMP hardness 20 robot!
Best thing in rules I found to make EMP pistol make sense was:
Vulnerability to Certain Attacks
Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.
In hardness description. I could rule robots are especially vulnerable to EMP(which would make sense) and make the damage be doubled (4d6) and maybe even ignore the hardness. But I don't see anything in construct (robot) description or emp description that would indicate this to be anything than GM ruling. From there I could GM rule that some robots were created with protection from EMP attacks to some extend(so some robots would have damage doubled, but not ignoring hardness) or emp pistol would just "work as normal" in extreme cases.
But I feel that on that side of the spectrum the weapon would just be overpowered(maybe? Seeing how crit barb can crit pretty much every round, possibly stunning the robot anyway, and with simple adamantine weapon it can deal hundred+ damage in single round anyway). Adamantine is just +3000gp to weapon price and is good against any monster you meet. EMP pistol costs 12k gp and is "good" only against robots, except it doesn't work against robots unless I rule lawyer it to work... Not to mention adamantine weapon might actually be possible to be bought at stores, buying technological stuff in Numeria is rather hard thanks to Technic League. Am I missing something? Maybe EMP is great, I just don't get it?
Mathmuse |

Yes, the EMP pistol is useless. It costs 12,000gp and does 2d6 electricity damage against robots, half that (similar to 1d6) against androids and cyborgs, and nothing against anything else. In comparison, an arc pistol costs 10,000gp and deals 1d8 electricity damage period. The highly limited targets makes the EMP pistol too specialized, even if most of its targets did not nullify it with hardness.
In contrast, one PC in my Iron Gods campaign used an EMP grenade (375gp, 5d6 points electricity damage to robots and electronic-based gear, half damage to androids and cyborgs) against a large band of zombie androids. It destroyed the laser guns held by these creatures, reducing them to melee attacks with claws. If an EMP pistol could destroy technological weapons, then it would be worthwhile, but only melee weapons can make sunder combat maneuvers.
I consider the force field one of the worst designed technological items in the Technology Guide, worse than the EMP pistol. Treating a protective field as temporary hp creates odd side effects. For example, a barbarian who would drop dead from damage if he lost his bonus Con from raging could use the temporary hit points from a force field to stay alive. That makes sense for temporary hp from False Life, but not for "a field of force around the target." And though the force field has "force" in its name and in its design, it is not a force effect because temporary hit points cannot be a force effect. A force field provides no protection from Con drain touch attacks of incorporeal undead.
For easier bookkeeping, I houseruled the force field to be a separate pool of hit points rather than temporary hit points of the wearer. I keep two columns on my combat notes, robot's hp and robot's force field's hp. Damage, except light and negative energy, is first applied to the force field's hit points and only when the field collapses does the rest of the damage reach the wearer. But since the force field is not the wearer, it does not gain the wearer's own protective abilities, such as hardness, damage reduction, or energy resistance. This is not RAW, where the temporary hp is part of the wearer and are protected by anything that protects the wearer.
Adamantine is a skymetal and the Technic League wants to control the sale of skymetals as much as it controls the sale of technology. But since adamantine is also available outside Numeria, they cannot tell whether the adamantine in a particular weapon came from the crashed spaceship fleet or from a natural Golarion source. My party made themselves adamantine weapons, using adamantine scavenged from the formerly haunted Valley of Mists in Scrapwall. The anti-technology residents of Iadenveigh approved of their "robot-killing" weapons.

Areinu |
I didn't even consider force field issues when used in some case scenarios. Good points. I feel like a lot of technology stuff was just done haphazardly. Autograpnel rules make no sense, EMP guns and rifles make no sense, hardness itself is very confusing(as it's only documented for objects, and that creates a lot of strange situations with wording, also I read somewhere hardness on robots doesn't halve the energy damage before applying hardness).
I guess I'll just use similar houserule as Gwalhir and ignore the hardness for EMP. Even in this robot oriented campaign it's quite situational.
For any non-adamantine weapon just having Bane(constructs) trait beats EMP pistol in any way. Not only it has wider group of affected enemies, it increases enhancement bonus on weapon to +2 against those monsters, adds the same amount of damage as the pistol deals and furthermore the weapon still functions against other enemies.
The adamantine is quite readily available, as far as heroes are concerned. The Torch deals with processing Skymetal(using the beam), and that's the reason why Technic League heavily taxes it. But there's no ban on sale. Torch Guildhouse carries large supply of adamantine bolts, +1 adamantine construct bane dagger(which our Rogue uses since the first time they were able to afford it). The whole reason for this guild existing is skymetal
The guild was founded to support
craftspeople in the skymetal trade, and the experts
under its banner include several skilled armorers,
blacksmiths, and weaponsmiths
There's so much adamantine available at torch they were able to make whole adamantine carts for transporting ore into the fire. That's multiple carts!
Iadenweigh meanwhile (in my campaign) usually deals more with supplying Bane (Constructs) weapons, since they are pure way to destroy evil technology.

WagnerSika |

also I read somewhere hardness on robots doesn't halve the energy damage before applying hardness).Halving the energy damage is a quality of objects themselves not their hardness.
Hardness (Ex) When a creature with hardness takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is subtracted from its hit points. A creature with hardness doesn't further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do. Adamantine weapons bypass hardness of 20 or less.

Xenocrat |

Areinu wrote:also I read somewhere hardness on robots doesn't halve the energy damage before applying hardness).Halving the energy damage is a quality of objects themselves not their hardness.Universal monster rules wrote:Hardness (Ex) When a creature with hardness takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is subtracted from its hit points. A creature with hardness doesn't further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do. Adamantine weapons bypass hardness of 20 or less.
Right, but robots are creatures, not objects.

Quantum Steve |

The PCs in my IG campaign use their EMP pistol (one of the only non-timeworm guns they have) to great effect against robots. Static bonuses to damage are quite easy to come by and vulnerability to electricity more than compensates for hardness 10 that the vast majority of robots have.
I never noticed the price on tech gear, though. An EMP pistol should be less than an arc pistol for the limitations it has

WagnerSika |

WagnerSika wrote:Right, but robots are creatures, not objects.Areinu wrote:also I read somewhere hardness on robots doesn't halve the energy damage before applying hardness).Halving the energy damage is a quality of objects themselves not their hardness.Universal monster rules wrote:Hardness (Ex) When a creature with hardness takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is subtracted from its hit points. A creature with hardness doesn't further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do. Adamantine weapons bypass hardness of 20 or less.
Absolutely agreed, I was trying to point out that hardness itself has nothing to do with halving energy damage. Apologies for not being very clear.

Quantum Steve |

What static bonuses your players got? Maybe I could use those as suggestions for my players.
Enhancement bonus and Deadly Aim, for starters. The two gun users are an Archeologist Bard and a Gunslinger who get Bardic Luck and Dex to damage respectively. The party also usually keeps some buffs going like Good Hope and Inspire Courage.
Other classes get bonuses to damage, too: Weapon Training, Favored Enemy, Judgement, Sneak Attack, Challenge. Arcane Casters get Arcane Strike.
Clustered Shots with rapid fire and rapid shot wreck robots, too.

WagnerSika |

Clustered Shots with rapid fire and rapid shot wreck robots, too.
Clustered shots do not work against hardness, only damage reduction.
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
It is a perfectly valid house rule to say it works against hardness too, but as written it doesn't.
Gunslinger deed Dead Shot does work against hardness.
Quantum Steve |

Quantum Steve wrote:
Clustered Shots with rapid fire and rapid shot wreck robots, too.
Clustered shots do not work against hardness, only damage reduction.
Clustered shots wrote:When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.It is a perfectly valid house rule to say it works against hardness too, but as written it doesn't.
Gunslinger deed Dead Shot does work against hardness.
Huh. I always read clustered shots as any effect that recuces damage (i.e. damage reduction) rather than literal DR, but now I see how that might be a more appropriate interpretation.