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<blockquote data-quote="scott2978" data-source="post: 5843504" data-attributes="member: 6667922"><p>@ Greenfield - By RAW, you are mistaken. Object hardness and DR are not the same, and are not interchangable. One is used for sunder and break attempts, the other applies to hit point damage. Even if they just happen to be the same, the two are not really related. For instance, an Iron Golem is made of Iron (hardness 10) but it's DR is 15. Also, you cannot attempt to "sunder" the arms and legs of an enemy in combat with specific, noted exceptions like Hydra heads. You cannot, for instance, attempt to "sunder" the neck of a human fighter. Thus, you cannot attempt to sunder a construct either, and so it's hardness would never come into play, the same way a human's hardness wouldn't. </p><p> </p><p>Under RAW you would never use the hardness value for an animated object during combat, you would use it's DR. DR represents how difficult it is to cause the thing damage, based on it's inherent, extraordinary, supernatural or magical properties. It does not seem out of place for an object made of sand to have DR/Bludgeoning, but that's up to the monster creator. Remember construct traits. </p><p> </p><p>And, unless the resulting animated sand is magic resistant, then the "repair damage" spells would work on them just fine, since they specifically state that they heal constructs.</p></blockquote><p></p>
[QUOTE="scott2978, post: 5843504, member: 6667922"] @ Greenfield - By RAW, you are mistaken. Object hardness and DR are not the same, and are not interchangable. One is used for sunder and break attempts, the other applies to hit point damage. Even if they just happen to be the same, the two are not really related. For instance, an Iron Golem is made of Iron (hardness 10) but it's DR is 15. Also, you cannot attempt to "sunder" the arms and legs of an enemy in combat with specific, noted exceptions like Hydra heads. You cannot, for instance, attempt to "sunder" the neck of a human fighter. Thus, you cannot attempt to sunder a construct either, and so it's hardness would never come into play, the same way a human's hardness wouldn't. Under RAW you would never use the hardness value for an animated object during combat, you would use it's DR. DR represents how difficult it is to cause the thing damage, based on it's inherent, extraordinary, supernatural or magical properties. It does not seem out of place for an object made of sand to have DR/Bludgeoning, but that's up to the monster creator. Remember construct traits. And, unless the resulting animated sand is magic resistant, then the "repair damage" spells would work on them just fine, since they specifically state that they heal constructs. [/QUOTE]
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