ARCHER vs CONSTRUCTS [Archive] - Wizards Community

Post/Author/DateTimePost
gfalabella

09-19-05, 01:49 PM
ok, I'm an archer and I'm the only one who acctually do some damage in my party, because I'm a fighter and the others are like rogues or bards.. anyway, it's the second time we meet constructs and allmost die. Acctually, the first time some of us died! Beeing an archer makes things difficult vs UNDEADS and CONTRUCTS, like everyone knows.... I managed to solve the fist problem by adding a SACRET BURST abillity (LIBRIS MORTIS, page 77) to my adamantium brilliant energy +1 mighty composite longbow (that solved my problem to hit most of my targets, because I hit AC TOUCH). But I just CAN'T figured out how deal with constructs. ANYONE KNOWS AN ABILLITY OR TIPE OF BOW/ARROW that can help me out? I know this problem is very common among archers and maybe someone figured out something...
Jaid

09-19-05, 02:10 PM
you mean other than being a one-trick pony?

in any event, maybe i'm missing something (haven't ever really had a lot of archers in the groups i play in, and i can't recall any specific archer vs. construct situations coming up), but what exactly makes archers so bad vs constructs?

oh, and also... maybe i'm just crazy or something... but i could've swore brilliant energy can't be placed on ranged weapons... in fact, more specifically:

Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

so, uhhh... if you were referring to the difficulty of fighting constructs as a result of the brilliant energy, then this might just resolve it... sorta... although it leads to another question. in any event, if you are having problems because of brilliant energy, then as i understand it, default method of activation for weapon abilities is command word activated. in other words, your weapon is only brilliant energy when you activate it (which goes a long way towards explaining how they are stored and carried when not in your hands). therefore, to hit things that brilliant energy cannot harm, simply don't activate it, and you should be having no problems. your DM, OTOH, may regret allowing ranged weapons firing brilliant energy projectiles. so, if i was you... i'd probably be buying potions of clairvoyance and/or an item of X-ray vision, and wreaking havoc with impunity from behind total cover.



spelling error was annoying me =P
Dregtoh

09-19-05, 02:18 PM
Hmm. I would say this would be a tough. The basic premise is this:

A constuct is an object.
Your arrow is an object.

Whatever destroys a construct has an equal chance of destroying your arrow.

I would suppose the easiest fix would be another tactic... acid attacks sometimes work well, or rust versus some constructs.
DrowSmurf

09-19-05, 02:28 PM
...you could start with a golembane scarab... it is either all golems or all constructs... but it ignores the damage reduction... thats a good start
tarkin

09-19-05, 02:47 PM
The answer is easy. 1) Stop using a brilliant bow, it is an illegal object, and if you do use it it makes it impossible to attack constructs/undead.

2) Instead use Brilliant ARROWS against living things.

3) Against Construct try: +1 Bane (Construct) Arrows. Cost = 8,000 for 50. Damage is 1d8+3+2d6 (6-23, average = 14.5), plus Strength/point blank shot, etc.

4) Against Undead, try: +1 Bane (Undead) arrows. Throw in Holy / flaming if you still need some more ump.
Derren S.

09-19-05, 03:33 PM
How did you manage to make an bow out of adamantium? And why?
A adamantium bow wouldn't work as they need a certain degree of flexibility to get a strong enough pull and adamantium isn't a very flexible material.

Seriously, get a rule legal bow, then your problems will solve by itself.
Zherog

09-19-05, 03:48 PM
How did you manage to make an bow out of adamantium? And why?
A adamantium bow wouldn't work as they need a certain degree of flexibility to get a strong enough pull and adamantium isn't a very flexible material.

Seriously, get a rule legal bow, then your problems will solve by itself.

Even if you could make a bow out of adamantine, which I'm willing to say you can in a world rich in magic and all that stuff we don't understand ;) , the only thing it'll do is make your bow more expensive. It won't overcome DR, as your bow never strikes your opponent.

Otherwise, Tarkin's advice of using a legal bow and getting specific arrows is a good answer.
Cathon

09-19-05, 04:07 PM
Yeah, one of the main advantages of an archer is your flexibility. Your bow should be full of use every time enchantments, enhancements mostly, but anything that will be useful against 90% of opponents and hopefully not counter productive against many. Your arrows are where your flexibility comes from.

Joe barbarian has his +2 flaming burst greatsword, +1 adamantine warhammer, etc.

In the meantime you can have a +4 composite longbow and impart that +4 to adamantine arrows, cold iron arrows, alchemical silver arrows, etc. Then you have a set of brilliant energy arrows, various bane arrows or whatever you want for specific cases. You never need to spend more than the +1 plus ability cost and you always get the +4 from your bow. If other people use bows in the party you can split the arrows among you to lower the cost further, assuming you can't get arrows in lower than 50 count quantity (which would depend on DM's discretion and how often you find magic arrows in treasure). Yeah, your magic arrows get used up when used, but the fact that you can get a +4 from one source and a effect from another means you can get a lot of bang for your buck.
ClementWillowbreaker

09-19-05, 06:42 PM
As Cathon said, use the themes of your game to design what enchantments you want on your bow- Holy and Sacred are two good ones for the standard "heroes against the forces of evil" game. Elemental enchantments aren't bad either, as are those weird Knockback/Explosive ones that are convenient for attacking at range.

Yeah, and seriously get a legal bow. No adamantine, no Brilliant Energy except for your ammo.

Speaking of that, has anyone figured out how you throw Brilliant Energy bullets from a sling? You put it in the pouch, it falls through...unless of course you cover it with living halfing flesh, or tie the party's wizard's familiar to it...
StevenO

09-19-05, 08:28 PM
You need to drop the Brilliant Energy Bow so your arrows can affect the nonliving. After that be sure to care arrows of various materials to by-pass those damage resistances and you should be good against most opponents. Adamantine arrows should hurt most golems but are expensive so ask if you can retrieve arrowheads to use with new arrows.

You may also want elemental/allignment based damage bonus for your bow that way you can still hurt things with a high DR vs your piercing arrows.
The Almighty Dru

09-19-05, 08:35 PM
What everyone else said.

And this...

Hmm. I would say this would be a tough. The basic premise is this:

A constuct is an object.
Your arrow is an object.

Whatever destroys a construct has an equal chance of destroying your arrow.

I would suppose the easiest fix would be another tactic... acid attacks sometimes work well, or rust versus some constructs.

A construct is not an object. A construct has a Wisdom score and a Charisma score, therefore it is not an object.
Dregtoh

09-20-05, 11:36 AM
Just recently joined. Should have checked the rules. Now, I really need to check the rules mostly because I don't see how constructs are not just an object.

But thanks for suggesting that I am a troll.
Zherog

09-20-05, 11:47 AM
I don't think he was suggesting you were a troll, Dregtoh. I believe he was referring to a different poster on this thread.

As for the question regarding constructs not being objects. A "creature" is defined as any entity that has both a Wisdom and Charisma score - even if it's a 1. Constructs meet that criteria, and therefore they are classified as a creature rather than an object.
Dregtoh

09-20-05, 11:49 AM
"A construct is an animated object or artificially constructed creature."

This begs the philosophy "treat as object" for purposes of damage. What I was suggesting was that perhaps a bit of outside the box thinking might be in order instead of merely attacking his "illegal bow"... Which if his DM is letting him use is completely legal.

Constructs are much like undead in this respect... and thus the energy attack just isn't working.

Is it possible that his character could find a more in character solution instead of running to the local magic item broker (or expecting the monsters to keep magic arrows in their treasure, thus not using them in the encounter...)

In my campaigns, magic brokers simply do not exist. And I don't manipulate treasures to solve problems for characters. My solution is find something in your character or find a strategy that utilizes ingenuity or some specific skill of your character.
Zherog

09-20-05, 11:55 AM
Pointing out the illegal bow is legit, because it's entirely possible that he and his DM didn't realize the problem. If that's the case, correcting that mistake solves the dillema.

And to acquire magic arrows, a PC doesn't have to go to Wal-magic-mart, either. The character (or another party member) could have the Craft Magic Arms and Armor feat. Or the character can spend some RP time while in the city finding a craftsman with the feat who would be willing to take the job of making 50 magical arrows on commission.

As for finding magical arrows as treasure - who says they're sitting in a pile unused somewhere? Why can't the party defeat an archer who has a quiver full of odd and interesting magical and mundane arrows? As long as the DM plays the archer smart, it should make for an interesting challenge to the party, and special arrows make for an appropriate reward.
ORC_Tuhteth

09-20-05, 12:02 PM
Hmm, judging from the join date, the inherent problems with the OP, and the lack of a return visit, could this perhaps be a troll? :rolleyes:

Try not to throw around accusations of trolling too quickly -- we were all new once, right? (Besides, if someone is a troll, they'll give ample proof of it in no time. :D )
gfalabella

09-20-05, 12:07 PM
First of all, thanks for the replies. I had a lot of ideas now, thanks to you.

Now, answering: I know my bow is illegal. A player at my party wanted an item that also was illegal, so, my DM sad everyone could get one illegal item, but it couldn't be very strong or overpowered. I wanted the bow from that blond guy of the Advanced Dungeons and Dragons cartoon, called Dragon Cave here in Brazil. It's an old cartoon and I used to watch it when I was a kid. So , my DM sad ok, but he raised the CR of our party by 1, because 3 of us have illegal items.

The fact that I had it made of adamantine was tricky and very difficult to acomplish, because my DM loves to sunder items and he did it to my previows +1 longbow. So he charged me an extra thousand gp just to make it adaptable to bows, using magic. I had to look for a dwarf mage forger, almost impossible to find, and then I managed to get this bow. And after all that hard work, I kinda like it a lot and don't intend to turn it into a legal bow, unless it's really needed to play a balanced game..

anyway, I had may good ideas now, because the bow is inefective vs constructs and undeads. The fact that the ability is voice activted is something i didn't know, and it will help me out a lot. THANKS! any other comments or advices?????????????????
Zherog

09-20-05, 12:15 PM
Another option would be to carry a second bow, one that you use against constructs and undead. A +1 construct bane, undead bane longbow would make for an interesting second weapon. :)
solbergb

09-20-05, 05:13 PM
Construct killing 101 for archers.

1. If it is a golem (DR/adamantine) and you have quickdraw, carry some oil and one flask of alchy fire. You can light them up and watch them burn. Most can't even make the DC15 reflex save to put it out, even if they are programmed smart enough to do so.

2. Adamantine arrows are good on both DR/adamantine and on animated metal objects.

3. Just do more damage per shot to "overpower" the DR. Enlarge person turns your d8 into 2d6. Work together to get more plusses (prayer, GMW, bardsong, whatever)

4. Most importantly, constructs are mindless. They're dumb as rocks. One guy with a wand of silent image can keep them occupied until you whittle them down, or a druid can summon wolves until your party gets the job done. Or you can just perch on a tree or something, most can't climb or cope with any situation where the enemy is out of reach.
Colmarr

09-20-05, 06:00 PM
I stand corrected :embarrass
Dregtoh

09-20-05, 06:48 PM
Solbergb... That's just the kind of thinking I would want from my player(s) in this situation. Coincidently, I had some of those same thoughts... Maybe throw in a grease spell or spell effect... Trip wires attached to arrows...
Ozymandias V.

09-21-05, 02:00 PM
Elaboration on Golembane Scarab:


Scarab, Golembane

This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.


This is obviously useful if your arrows aren't made of brilliant energy.
not Yoda

09-21-05, 02:40 PM
Maybe your party needs a meat shield. Someone with an adamantine hammer great ac and lots of HP's. Or try sneaking.
DrowSmurf

09-21-05, 02:47 PM
maybe you could just ask your DM not to throw constructs at you? :D

if that doesnt work... umm... run?
gfalabella

09-21-05, 04:58 PM
Originally Posted by SRD
Scarab, Golembane

This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.

this item is excellent! but does it works with the golem resistance against piercing attacks? because besides its DR, most of the golems are immune to piercing attacks, aren't they? what if I have to fight one that is immune, does this item removes this resistabce as well? From it's description, I don't think so...
Ogre4Hire

09-21-05, 07:48 PM
this item is excellent! but does it works with the golem resistance against piercing attacks? because besides its DR, most of the golems are immune to piercing attacks, aren't they? what if I have to fight one that is immune, does this item removes this resistabce as well? From it's description, I don't think so...

Maybe you are thinking of the 3.0 Clay Golem? That creature was not affected by Piercing or Slashing weapons (in 3.5 it has DR Adamantine and Bludgeoning). All other Constructs take damage normally from all types of physical damage, unless they have DR or some other special ability listed.

The only other reason I could thing of would be some confusion over the various object references in the Construct Traits and the fact that objects take reduced damage from Piercing attacks. Shooting a Shield Guardian with an arrow or stabbing a Flesh Golem with a dagger will be just as effective as any other attack that deals the same amount of damage and is the same material type.

A final note on fighting constructs if you're an archer: many constructs are rather slow, and quite a few cannot use the Run action. Shoot and move tactics work well on them.
The WarOverlord

09-22-05, 05:07 AM
ok, I'm an archer and I'm the only one who acctually do some damage in my party, because I'm a fighter and the others are like rogues or bards.. anyway, it's the second time we meet constructs and allmost die. Acctually, the first time some of us died! Beeing an archer makes things difficult vs UNDEADS and CONTRUCTS, like everyone knows.... I managed to solve the fist problem by adding a SACRET BURST abillity (LIBRIS MORTIS, page 77) to my adamantium brilliant energy +1 mighty composite longbow (that solved my problem to hit most of my targets, because I hit AC TOUCH). But I just CAN'T figured out how deal with constructs. ANYONE KNOWS AN ABILLITY OR TIPE OF BOW/ARROW that can help me out? I know this problem is very common among archers and maybe someone figured out something...

Um, Arrows enchanted with "Sunburst" for Undead and arrows enchanted with "Cause Minor,Serious,Crittical Damage (Dragonstar), Hold Construct or like spells that damage objects or even explosive/high explosive arrow heads.
Dag

09-23-05, 02:15 AM
Get yourself an adamantine MELEE weapon for constructs.
You say your party is made up of low hit point bards and rogue types...so if you're in the back shooting at the construct who is up front taking its massive slam attacks?
You're the ONLY fighter dude, and in some instances you're going to have to say to heck with the bow even if the majority of your feats are spent on it. For your party's good you need to step up because you are probably the only one with the hit points and AC to stand up to a construct for any length of time.
So unless it's an evil or self-serving campaign I'd scrap the bow all together for constructs, and really for most battles...Someone mentioned that your party needs a meat shield. They probably already have one, but he hangs in the back plucking arrows at enemies...Even if your strength isn't that good you sound like your party has the skills to buff you. Make sure they do if you decide to stand up front for them.
Playing an archer is great when the party already has a front line fighter, but a party tends to need a front line fighter, maybe your party can look into hiring a mercenary to travel with you...One capable at taking and dealing melee damage. If not I'd have to say that if I were the party's only fighter I'd feel obligated to take the hits if I were of good alignment (provided the rest of the party was also of good alignment).

I dont recall seeing alignment of your group brought up...If this is an evil game or something than disregard my post, it obviously does not apply.