Non-animal familiar's and Celestial Servant


Rules Questions

Dark Archive

1 person marked this as FAQ candidate.

Does Celestial Servant change my companion creature's type to "magical beast" even if it wasn't an animal before?
Ex: Ioun Wyrd, Homunculus


Yes.

Note, however, that this feat won't allow you to use animal related effects on your familiar as it wasn't an animal beforehand. (even basic familiars are magical beasts) That section is applicable to the other prerequisites types.

Dark Archive

So would I be able to use construct related effects after, or will my familiar be unhealable because it has construct traits but isn't a construct? That's the real reason I'm curious.


Hmmmn, good question.

According to the FAQ I linked, the change to magical beast apparently only impacts spells and abilities which check for type.

As spells like Make Whole only have the repair effect on creatures of type construct, and your familiar is now a magical beast... yeah, looks like you can no longer heal it with these types of spells.

Quote:
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.

Note that a construct's normal inability to heal is actually quite vague. It does appear that you might be able to heal it with Infernal Healing, as that spell grants fast healing. I'm not sure about this, though.

Dark Archive

I could give it fast healing with spirit's gift taking life spirit I guess. I won't take the feat though, because even though it has upsides the downsides are too steep to make it worth on a homunculus(I couldn't upgrade it anymore, which is the whole reason I took it in the first place). Thanks for your help though.


Helcack wrote:
So would I be able to use construct related effects after, or will my familiar be unhealable because it has construct traits but isn't a construct? That's the real reason I'm curious.

Construct

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.

Can be healed by spells. The "such as" is an example spell that will heal it. It is not the only one.

Construct Traits:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Cure Light Wounds:
School conjuration (healing)
Saving Throw Will half (harmless); see text

CLW works fine on constructs unless specifically called out. The Homunculus does not call anything out.

/cevah


Cure Light Wounds wrote:
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Antilife Shell wrote:

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

Cure Light Wounds heals living creatures.

Constructs are not living creatures (although there is some room for debate here).

Ergo, Cure Light Wounds does not heal Constructs.

----------

Some more support for constructs not being living creatures:

Quote:
A construct is an animated object or artificially created creature. A construct has the following features.
Quote:
An animated object [can become animated] most commonly via the spell animate objects. Permanent animated objects can be built using the Craft Construct feat.
Quote:
Animate Objects: You imbue inanimate objects with mobility and a semblance of life.

Silver Crusade Contributor

To be fair, based on antilife shell, aasimar and tieflings can't receive cure light wounds spells either. :)


Yeah, that is true. Antilife Shell does say "most" living creatures, though, so it's not proof positive of being living/non-living.

Quote:
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

I don't see anything there that suggests an outsider isn't a living creature. Their soul and body may be combined, but that doesn't preclude being alive. In any case, Aasimar and Tieflings are native outsiders and have "normal" body-soul separation mechanics.

Silver Crusade Contributor

Also, looking over the undead type in Bestiary 4, nowhere does it explicitly say that undead are not living creatures. Once-living, yes; doesn't say they stopped living. Turned back into the living creatures they were by resurrection, yes; break enchantment and baleful polymorph have a similar relationship.

What I'm saying is that there are some conclusions the game expects us to reach on our own. :)

Silver Crusade Contributor

Byakko wrote:

Yeah, that is true. Antilife Shell does say "most" living creatures, though, so it's not proof positive of being living/non-living.

Quote:
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
I don't see anything there that suggests an outsider isn't a living creature. Their soul and body may be combined, but that doesn't preclude being alive. In any case, Aasimar and Tieflings are native outsiders and have "normal" body-soul separation mechanics.

My only point was that antilife shell is a weird exception - everything else in the game treats outsiders as living creatures. :)


Yep, I know. :)

But you just know some player is going to show up at a table and say, "Hey, I heard Aasimars and Tieflings can't be healed. I read it in the forums! It must be true~"


1 person marked this as a favorite.
Byakko wrote:
Cure Light Wounds wrote:
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Cure Light Wounds heals living creatures.

Constructs are not living creatures (although there is some room for debate here).

Ergo, Cure Light Wounds does not heal Constructs.

Found the rule.

Aiming a Spell (Area)

Creatures wrote:

A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.

Many spells affect “living creatures,” which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected.

Once the construct becomes a magical beast, however, they become a living creature.

/cevah


Cevah: Nice find!

However, with the FAQ in mind, I'm not fully convinced that changing its type to magical beast also makes it a living creature since you apparently retain all the traits of the original creature type.


As shown above, construct traits does not prohibit cure light wounds. It was the "living creature" bit of the spell that did.

/cevah


RAW: They become a living creature (magical beast) and are subject to all effects that would be usable on said living creature, but are no longer considered constructs as it relates to spells and abilities that specifically target... blah blah blah.

RAI: Obviously it was a simple oversight, and a "celestial" homonculous is still a construct. In my game, I would rule standard construct rules apply, but that it can ALSO be targeted by spells and effects that can affect a magical beast, though it does not count as a living creature for related spells and effects, and so on.

Dark Archive

Honestly based on the wording of the feat and faq, I feel like RAI it's supposed to not change type whatsoever unless it was an animal. Mainly because of when the FAQ was written(that's the problem with FAQ's, they go out of date a lot)


Celestial Servant wrote:
Benefit Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.

Mount

Animal Companion
Familiar

Mounts start out Int 6. They cannot be animals, and are actually magical beasts.
Familiars start out Int 6. They cannot be animals, and are actually magical beasts.
Animal Companions can start out as animals, plants, or vermin.

For any AC(animal) that gets an Int > 2, they are no longer animals but magical beasts. Not sure about the other typs of AC.

Improved Familiar has been around forever. The Homunculus has been around forever also. Familiar rules change the type of the creature to magical beast.

The FAQ was working with the type changing from multiple sources. The FAQ is not dated.

As to the Celestial Servant feat, ACs and familiars have had the option to start out as other than animal for longer than the Celestial Servant feat has been around. They have also been magical beasts forever. The likelihood of an oversight about typing is slim.

Problem is, since animal companions, familiars, and mounts are almost always already magical beasts, you get nothing beyond the template, by RAW. RAI is probably to treat the AC, F, or M as the base creature and not the magical beast for the latter part of the feat.

/cevah

Silver Crusade Contributor

Cevah wrote:
Celestial Servant wrote:
Benefit Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.

Mount

Animal Companion
Familiar

Mounts start out Int 6. They cannot be animals, and are actually magical beasts.
Familiars start out Int 6. They cannot be animals, and are actually magical beasts.
Animal Companions can start out as animals, plants, or vermin.

For any AC(animal) that gets an Int > 2, they are no longer animals but magical beasts. Not sure about the other typs of AC.

Improved Familiar has been around forever. The Homunculus has been around forever also. Familiar rules change the type of the creature to magical beast.

The FAQ was working with the type changing from multiple sources. The FAQ is not dated.

As to the Celestial Servant feat, ACs and familiars have had the option to start out as other than animal for longer than the Celestial Servant feat has been around. They have also been magical beasts forever. The likelihood of an oversight about typing is slim.

Problem is, since animal companions, familiars, and mounts are almost always already magical beasts, you get nothing beyond the template, by RAW. RAI is probably to treat the AC, F, or M as the base creature and not the magical beast for the latter part of the feat.

/cevah

Can you source the bolded portion? I was under the impression that this is not the case. (Note that the awaken spell changes the creature type as part of its effect, not because of this.)


Monkey See, Monkey Do? An FAQ on Intelligent Animals

Quote:
Giving an animal a higher Intelligence score does not somehow transform it into a magical beast, unless the effect says otherwise, such as in the case of awaken.

Looks like I misremembered.

Well, the familiar rules make magical beasts.

Quote:
It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type.

/cevah


I seem to recall a Paizo mini-article or forum clarification that stated that only *basic* animals have strictly less than 3 int. If they're raised to 3 Int or above they remain animals (albeit slightly more clever ones) and are still treated as such for all purposes.

Cevah, I'm not arguing that the construct traits prevent healing. However, I'm also not convinced that changing their type from construct to magical beast automatically also makes them actual living creatures.


Byakko wrote:
I seem to recall a Paizo mini-article or forum clarification that stated that only *basic* animals have strictly less than 3 int. If they're raised to 3 Int or above they remain animals (albeit slightly more clever ones) and are still treated as such for all purposes.

Yep. The Monkey See, Monkey Do? I quoted above is what you are thinking of.

Byakko wrote:
Cevah, I'm not arguing that the construct traits prevent healing. However, I'm also not convinced that changing their type from construct to magical beast automatically also makes them actual living creatures.

And the Aiming a Spell (Area) I quoted above clearly answers your doubt. The text defines them as living.

/cevah

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