
Gauss |

Sure, the spell states living creature. Constructs are not alive (no Con score).
Additionally, the section on Constructs states what can repair them.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
While the quote does not state what they cannot be healed with the RAI is clear, it must state it can repair constructs or be on the list of things that can repair that particular construct.
- Gauss

Ravingdork |

Er...I checked before posting. Cure spells work on ANY creature, not just living creatures. See for yourself.
Target creature touched
Note that it doesn't say "living creature touched."
EDIT: Should have kept reading. Never mind.

Bizbag |
The cure spells are making the distinction between living creatures as opposed to undead ones.
Still, I concede it's unlikely Cure are supposed to work on Constructs.
On the other hand, it's conjugation magic, not necromancy (like in 2nd edition), nor mundane medicine, so it might work. If it can heal crazy anatomies like gibbering mouthers, maybe il'll affect constructs. I figure it's worth asking.

Daniel Turner Zen Archer |

Enhanced Effects Some variant channeling abilities are enhanced when used on particular creature types. Such channeling increases the normal healing or damage from channeled energy by 50% for that creature type, rather than the default half healing or damage for the alternative channeling. For example, a 7th-level cleric normally heals 4d6 points of damage with channeled positive energy; with the Nature alternative channeling, that cleric instead heals only half that amount (2d6) when channeling, but heals animals and fey an additional +50% over the unhalved value (4d6 + 50%).
Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a “channel bonus” on rolls or statistics, the bonus is +1, increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a “channel penalty” is initially –1, increasing to –2 at cleric level 5 and every 5 cleric levels thereafter (to a maximum of –5).
A character who has the channel energy ability from a class other than cleric may use these variant channeling rules if the class’s abilities are tied to serving a deity. For example, paladins can select alternative channeling abilities if they serve a deity, as can oracles with the Life mystery (as they serve many deities), but necromancer wizards cannot.
Forge: Heal—Creatures in metal armor gain a channel bonus to Armor Class until the end of your next turn. Alternatively, you may repair damage to metal objects and metal constructs as if they were creatures, and this healing is enhanced (see Variant Channeling above). Harm—The damage effect is enhanced (see Variant Channeling above) against metal constructs and unattended metal objects.
Above is the variant channeled rules and the specifics for the forge variant of the channeled energy, which does allow for you to heal constructs with it so long as said construct is made of metal. As to whether or not this is a good idea or not is purely fluff to me, as I actually enjoy these variant channeling rules.
It gave me a way to showcase my Elf Cleric who preferred the company of plants and druids, so she took up the farm variant of channeled energy in order to keep her patch of forest nice and manicured.
But I digress, above shows how you can use the variant channeled energy (forge) ability to repair metal constructs.

.seth |
i have tried channeling negative energy, which is like the elemental embodiment of entropy, and had it ruled ineffective against constructs because they are not animated by positive energy like all traditional "living" things. if you let positive channel heal them, despite that fact, then you have to let my channel negative damage them. its all about consistency. curing it with magic doesn't break suspension of disbelief, but having it heal from magic but not die from magic does.

![]() |

So difficult to heal my poor Homunculus, Larry Jr. He often takes quite a beating.
Make Whole
School transmutation; Level cleric 2, sorcerer/wizard 2
Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 10 cu. ft./level or one construct creature of any size
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).
Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
A minimum of 3d6 (at third level when you get the spell) and a maximum of 5d6 mean an average of 10.5 and 17.5.
Cure moderate wounds has an average of 14 hp at level 3 and 19 hp at level 10.They are reasonably close in efficiency.

Ilja |

However, I _think_ you can use the Treat Deadly Wounds use of the heal skill:
http://www.d20pfsrd.com/skills/heal#TOC-Treat-Deadly-Wounds-
"Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Time: 1 hour."
No mention of living. Though of course, it's a lot dependant on GM fiat.

Ilja |

A minimum of 3d6 (at third level when you get the spell) and a maximum of 5d6 mean an average of 10.5 and 17.5.
Cure moderate wounds has an average of 14 hp at level 3 and 19 hp at level 10.
They are reasonably close in efficiency.
Quite far from in cost efficiency though, when dealing with wands.