
BigP4nda |
I was having a hard time finding a thread on this specifically.
Carry Companion turns a willing companion into a miniature statue made of stone. It also states that if it is damaged in any way, the creature is damaged accordingly when restored.
Mending and Make whole seem to be able to fix it, if I am reading them correctly, but just how much HP does the stone miniature that Carry Companion creates have? Does it count as a magic item?
I ask this because I am about to alter my character into a Slayer/Wizard gestalt with a Pseudodragon improved familiar and was wanting to use Carry Companion to keep him concealed while I was in town or around public. But I want to be able to fix him in case he ever gets dropped or damaged, I don't want him losing a wing.

Cerberus Seven |
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It seems possible. Carry Companion works similarly to Flesh to Stone, which turn a creature into a "mindless, inert statue". That's an object's description if I ever heard one and Mending / Make Whole work on objects.
As for how much hp the stone miniature has, that's up to your GM. They'll probably do one of two things: say it has the same hp as when the animal is NOT a statue, or figure out the hit points for a small object made of stone like the one your companion is now. The first is easy to keep track of, the second isn't much harder. Animal statue is broken = creature comes back missing 50% of its hit points. Object took 5 points of damage out of a max of 25 = the creature reforms at 80% of maximum health. Etc etc.

Calth |
I agree that Make Whole/Mending would seem to work.
As for the amount of HP, it would be very very low. The size of the description is "small enough to fit in the palm of a hand." Which basically makes it a fine stone object, probably with 1-2 inches of thickness max, giving it 15-30 hp and a hardness of 8. Honestly, I would lean towards a much lower figure, as object hp is based on the minimum thickness of the piece. As a reference, a light weapon only has 2 hp, and chain 5 hp, and that's the range I would put the statue.

BigP4nda |
So lets say for instance i want to use carry companion on my pegasus monstrous mount. His wing breaks off when i roll a 1 on a reflex save to maintain my balance going across a narrow passage quite high up (survived the fall bit now my pegasus is wingless) can I cast make whole on the stone miniature before releasing the spell and my pegasus will have his wing back? Assuming i still have all of the pieces?

Zourin |

Mending or Make Whole may very well repair physical damage such as torn flesh and broken bones, and I could legitimately warrant that it could work to stabilize a person providing all their parts are present, albeit very painfully.
I would rule it doesn't, however, remedy blood loss, and it certainly doesn't dull pain or heal bruising, so there's no actual HP gain in the process, but it'll be better than letting someone bleed out from a lost leg.
All the persons parts have to be present, of course.

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Mending or Make Whole may very well repair physical damage such as torn flesh and broken bones, and I could legitimately warrant that it could work to stabilize a person providing all their parts are present, albeit very painfully.
I would rule it doesn't, however, remedy blood loss, and it certainly doesn't dull pain or heal bruising, so there's no actual HP gain in the process, but it'll be better than letting someone bleed out from a lost leg.
All the persons parts have to be present, of course.
This has nothing to do with the question.. And isn't even supported by the rules..

Wheldrake |

If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.
Although the spell doesn't specify this, it seems logical for it to work both ways. Two situations might apply:
1) the companion was fine when changed into a miniature figure, but the figure got broken of damaged; make whole or even mending should fix the damage completely, allowing you to reform the critter without "similar damage or deformities". Mending requires you to have a higher caster level than the magic object, though.2) the companion took hit point damage prior to transformation, and you want to cure it while it is in figurine form. It's unclear whether this is possible, although a generous DM might allow the 1d4 points of mending or the 1d6x caster level of make whole to apply directly to the critter's lost hit points. Maybe require a craft (scuptor) roll of (DC=10+critter's hit dice) because you need to do such minute, precision work.
The second case would be a pure house rule. The first case appears to be supported by RAW.

BigP4nda |
Carry companion wrote:If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.Although the spell doesn't specify this, it seems logical for it to work both ways. Two situations might apply:
1) the companion was fine when changed into a miniature figure, but the figure got broken of damaged; make whole or even mending should fix the damage completely, allowing you to reform the critter without "similar damage or deformities". Mending requires you to have a higher caster level than the magic object, though.
2) the companion took hit point damage prior to transformation, and you want to cure it while it is in figurine form. It's unclear whether this is possible, although a generous DM might allow the 1d4 points of mending or the 1d6x caster level of make whole to apply directly to the critter's lost hit points. Maybe require a craft (scuptor) roll of (DC=10+critter's hit dice) because you need to do such minute, precision work.The second case would be a pure house rule. The first case appears to be supported by RAW.
This makes me think the creature would retain its own HP when transformed, otherwise you could just use the spell and zap mending over and over on it and save all of your cure spells. Though I'm more worried about fixing physical damage such as loss of limbs.

Calth |
Wheldrake wrote:This makes me think the creature would retain its own HP when transformed, otherwise you could just use the spell and zap mending over and over on it and save all of your cure spells. Though I'm more worried about fixing physical damage such as loss of limbs.Carry companion wrote:If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.Although the spell doesn't specify this, it seems logical for it to work both ways. Two situations might apply:
1) the companion was fine when changed into a miniature figure, but the figure got broken of damaged; make whole or even mending should fix the damage completely, allowing you to reform the critter without "similar damage or deformities". Mending requires you to have a higher caster level than the magic object, though.
2) the companion took hit point damage prior to transformation, and you want to cure it while it is in figurine form. It's unclear whether this is possible, although a generous DM might allow the 1d4 points of mending or the 1d6x caster level of make whole to apply directly to the critter's lost hit points. Maybe require a craft (scuptor) roll of (DC=10+critter's hit dice) because you need to do such minute, precision work.The second case would be a pure house rule. The first case appears to be supported by RAW.
Make Whole/Mending would not heal damage the creature had before being transformed, as the "whole/full health" miniature would include that damage, basically the creature is capped at its health before transformation.
As a main note, you are trying to get the rules to go farther than they do. There is no rule for finely detailed damage like limb loss. The statue has its hp, and is destroyed when it reaches 0 hp. That's it. Mending/Make Whole would fix this hp damage.

BigP4nda |
BigP4nda wrote:Wheldrake wrote:This makes me think the creature would retain its own HP when transformed, otherwise you could just use the spell and zap mending over and over on it and save all of your cure spells. Though I'm more worried about fixing physical damage such as loss of limbs.Carry companion wrote:If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.Although the spell doesn't specify this, it seems logical for it to work both ways. Two situations might apply:
1) the companion was fine when changed into a miniature figure, but the figure got broken of damaged; make whole or even mending should fix the damage completely, allowing you to reform the critter without "similar damage or deformities". Mending requires you to have a higher caster level than the magic object, though.
2) the companion took hit point damage prior to transformation, and you want to cure it while it is in figurine form. It's unclear whether this is possible, although a generous DM might allow the 1d4 points of mending or the 1d6x caster level of make whole to apply directly to the critter's lost hit points. Maybe require a craft (scuptor) roll of (DC=10+critter's hit dice) because you need to do such minute, precision work.The second case would be a pure house rule. The first case appears to be supported by RAW.
Make Whole/Mending would not heal damage the creature had before being transformed, as the "whole/full health" miniature would include that damage, basically the creature is capped at its health before transformation.
As a main note, you are trying to get the rules to go farther than they do. There is no rule for finely detailed damage like limb loss. The statue has its hp, and is destroyed when it reaches 0 hp. That's it. Mending/Make Whole would fix this hp damage.
So you're saying as long as i bring it back above 0 hp, my companion will be fine?

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Calth wrote:So you're saying as long as i bring it back above 0 hp, my companion will be fine?BigP4nda wrote:Wheldrake wrote:This makes me think the creature would retain its own HP when transformed, otherwise you could just use the spell and zap mending over and over on it and save all of your cure spells. Though I'm more worried about fixing physical damage such as loss of limbs.Carry companion wrote:If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.Although the spell doesn't specify this, it seems logical for it to work both ways. Two situations might apply:
1) the companion was fine when changed into a miniature figure, but the figure got broken of damaged; make whole or even mending should fix the damage completely, allowing you to reform the critter without "similar damage or deformities". Mending requires you to have a higher caster level than the magic object, though.
2) the companion took hit point damage prior to transformation, and you want to cure it while it is in figurine form. It's unclear whether this is possible, although a generous DM might allow the 1d4 points of mending or the 1d6x caster level of make whole to apply directly to the critter's lost hit points. Maybe require a craft (scuptor) roll of (DC=10+critter's hit dice) because you need to do such minute, precision work.The second case would be a pure house rule. The first case appears to be supported by RAW.
Make Whole/Mending would not heal damage the creature had before being transformed, as the "whole/full health" miniature would include that damage, basically the creature is capped at its health before transformation.
As a main note, you are trying to get the rules to go farther than they do. There is no rule for finely detailed damage like limb loss. The statue has its hp, and is destroyed when it reaches 0 hp. That's it. Mending/Make Whole would fix this hp damage.
Yup, just like with living creatures, any specific wounds or damage (that aren't called out because any special qualities of the attack that caused them) are all for flavor and have no actual effect. Anything past that is a house rule.
Yes, a more realistic player could argue that something fragile like a pegasus figurine's wings would break off before the whole object's HP hit 0 (just like so many of our minis), but then you would also have to include things like if a character falls 200 feet and takes 80 damage, their legs should be broken at the very least. And not many people want that level of realism if the game system doesn't have specific rules for how it works.