Cauthon1987 |
I am looking to create a Wyrwood Cleric of Nethys and have a question about Starting health and advancement. Because the Wyrwood is a construct does it get all of the abilities attributed to a Construct? Including its very very long list of immunities? Only a few immunities / abilities are listed under the monster manual section for Wyrwoods directly those being, Lowlight Vision and Dark Vision 60-ft. Does my Wyrwood gain the +10 base hp associated with small constructs?
HectorVivis |
Does my Wyrwood gain the +10 base hp associated with small constructs?
You "only" gain this:
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
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.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
EDIT: WOW!
Nevermind, you need to watch the bestiary entry on the wyrwood. Yeah, you gain that madafreakin' +10 hp. Huuuuuuu. Bah, you don't have constitution score for the future, and you will probably die one day, but it's cool for a little game.
TGMaxMaxer |
You get the bonus 10 hp because you don't get to go negative Con. At 0, you flat out die.
A level 2 spell (make whole) does 1d6/level healing (max 5d6).
Also, playing a cleric, pay attention to the buff spells.
The majority of divine (and bard) buffs are morale, which you don't get to benefit from).
Bard performance buffs are all mind affecting.
Bless and Heroism don't work.
No Aid, no Prayer.
Divine Favor and Divine Power do.
**PHENOMENAL COSMIC POWER**... itty bitty living space
TGMaxMaxer |
That "half healing from positive energy" concept was really pushed from the 3.5 Eberron Campaign setting. They had "Living Constructs" which got half healing, in order to be playable. Technically only Craft Constructs and the Make Whole (cleric/wizard 2) spells work to fix them, although I didn't look up PF version of Fabricate, that should work too IMO.
CWheezy |
EDIT: WOW!Nevermind, you need to watch the bestiary entry on the wyrwood. Yeah, you gain that madafreakin' +10 hp. Huuuuuuu. Bah, you don't have constitution score for the future, and you will probably die one day, but it's cool for a little game.
They have the lowest hp of basically any race imo
graystone |
graystone wrote:Pick up infernal healing since fast healing works and normal healing is out.I thought fast healing did not work for constructs and cure spells are just half effect.
Construct type: "A construct with the fast healing special quality still benefits from that quality."
So yes, fast healing works and that means infernal healing is your only real option for 1st level healing.