Pathfinder Society and Construct Companions


Pathfinder Society

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

So Im making a new character and Ive decided to go with the Promethean Alchemist archetype which creates a few questions as to how PFS handles constructs. Constructs as far as I am aware don't normally heal damage or at least in the case of the Promethean Alchemist their construct doesn't. Does that mean that the HP remains the same same from end to start of sessions? Also, what item slots does the Homunculous get? It humanoid in shape according to the archetype but besides armor I have no clue what I can put on it. Also, I want to make sure but Infernal Healing is PFS legal right?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

MadScientistWorking wrote:
Does that mean that the HP remains the same same from end to start of sessions?

Yup. Make sure you have a way to heal/repair it.

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

Jared Thaler wrote:
MadScientistWorking wrote:
Does that mean that the HP remains the same same from end to start of sessions?
Yup. Make sure you have a way to heal/repair it.

Yeah that is why I asked about Infernal Healing which contrary to CLW doesn't require the creature to be alive. As far as I can tell its definitely legal which would be the only low level way to repair it reliably.

Dark Archive 5/5 5/5

A channel construct brick allows a cleric with the artifice domain to heal constructs (with a +2d6 bonus!) when channeling positive energy.

Also, an oil of Make Whole will repair some damage as well.

Silver Crusade 5/5 5/5 **

MadScientistWorking wrote:
Jared Thaler wrote:
MadScientistWorking wrote:
Does that mean that the HP remains the same same from end to start of sessions?
Yup. Make sure you have a way to heal/repair it.
Yeah that is why I asked about Infernal Healing which contrary to CLW doesn't require the creature to be alive. As far as I can tell its definitely legal which would be the only low level way to repair it reliably.

That seems like such an edge case that I'd, at the least, expect Table Variation. On a quick examination I'd be inclined to NOT allow it (partly because it "seems" wrong, partly because infernal healing allows spell resistance, and partly because the construct traits, while very ambiguous, would seem intended to disallow any healing not explicitly allowed).

Note, even if you convince me that I'm wrong I'd STILL expect Table Variation. Most GMs won't have read this thread and I imagine that I'm not alone in my immediate reaction

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

pauljathome wrote:
MadScientistWorking wrote:
Jared Thaler wrote:
MadScientistWorking wrote:
Does that mean that the HP remains the same same from end to start of sessions?
Yup. Make sure you have a way to heal/repair it.
Yeah that is why I asked about Infernal Healing which contrary to CLW doesn't require the creature to be alive. As far as I can tell its definitely legal which would be the only low level way to repair it reliably.

That seems like such an edge case that I'd, at the least, expect Table Variation. On a quick examination I'd be inclined to NOT allow it (partly because it "seems" wrong, partly because infernal healing allows spell resistance, and partly because the construct traits, while very ambiguous, would seem intended to disallow any healing not explicitly allowed).

Note, even if you convince me that I'm wrong I'd STILL expect Table Variation. Most GMs won't have read this thread and I imagine that I'm not alone in my immediate reaction

Spell Resistance for the Archetype doesn't kick in until level 9 at which point I hopefully will have something that will repair damage. Also, from the trait category Fast Healing is explicitly one of the few types of healing a construct can benefit from.

EDIT:
What I am going to do because of the really inane combinations that result from this archetype (Enlarge Person works) I am going to print out the trait list because OA didn't list any of the relevant rules. Hell technically speaking the Archetype needs errata because it contradicts itself in a minor way.

Silver Crusade 3/5

Interesting! My knee-jerk reaction would have been, "Infernal healing doesn't work." But you are right: under Construct traits, the Bestiary says...

Bestiary wrote:
A construct with the fast healing special quality still benefits from that quality.

Infernal healing grants the target the fast healing special quality. So it should work.

You only need to worry about SR when your construct companion gains SR as a special quality.

Jon's suggestions above are also quite useful. A multiclass alchemist/cleric of Brigh might be pretty fun.

Dark Archive 5/5 5/5

I have waited until I was able to afford the channel brick before I picked up my clockwork spy buddy. Oils of make whole can be cost prohibitive. My level 9 cleric now has the both brick and clockwork.

In a home game I would allow craft: clockwork to repair a bit of damage but we can't do that in PFS. Oh, well.

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

jon dehning wrote:

I have waited until I was able to afford the channel brick before I picked up my clockwork spy buddy. Oils of make whole can be cost prohibitive. My level 9 cleric now has the both brick and clockwork.

In a home game I would allow craft: clockwork to repair a bit of damage but we can't do that in PFS. Oh, well.

I wish I can do that but with the Promethean Alchemist I kind of get the Homunculus at level 1 as a substitute for what is effectively bombs/mutagen related stuff. Its not the biggest of deals since I can revive said Homunculus but then the issue becomes the logistics of transporting blood.

Silver Crusade 5/5 5/5 **

MadScientistWorking wrote:


What I am going to do because of the really inane combinations that result from this archetype (Enlarge Person works) I am going to print out the trait list because OA didn't list any of the relevant rules. Hell technically speaking the Archetype needs errata because it contradicts itself in a minor way.

I's strongly advise you to make sure the GM is on board BEFORE the game starts. My tolerance for figuring out if something is legal or not is WAY higher before or after the game. During the game, if you wave 10 pages at me my answer is going to be whatever my gut tells me.

2/5

Promethean Alchemist Homunculi can heal themselves with your extracts. That's pretty simple. Just have Cure Light Wounds in your formulae book, and your little buddy can patch himself up all he wants.

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

technarken wrote:
Promethean Alchemist Homunculi can heal themselves with your extracts. That's pretty simple. Just have Cure Light Wounds in your formulae book, and your little buddy can patch himself up all he wants.

Yeah Sympathetic Alchemy is not particularly clear as to how it works which is why I immediately assumed CLW wouldn't even work. It makes sense now that you mentioned it given that I don't think you can't be alive and be a humanoid.

4/5 ****

Does anything stop the "Treat Deadly Wounds" option from the heal skill from working?

2/5

Does the homunculus count as an animal companion?

5/5 5/55/55/5

technarken wrote:
Does the homunculus count as an animal companion?

for what purposes? For your one combat critter, probably

Scarab Sages 5/5

Robert Hetherington wrote:
Does anything stop the "Treat Deadly Wounds" option from the heal skill from working?

Table variation?

Dark Archive 5/5 5/5

Robert Hetherington wrote:
Does anything stop the "Treat Deadly Wounds" option from the heal skill from working?

Don't you need a healing kit for that to work? If so, then a bunch of bandages and ointments will not be very effective on a construct.

The Exchange 4/5 5/5

jon dehning wrote:
Robert Hetherington wrote:
Does anything stop the "Treat Deadly Wounds" option from the heal skill from working?
Don't you need a healing kit for that to work? If so, then a bunch of bandages and ointments will not be very effective on a construct.

You actually don't need the healing kit to treat deadly wounds, you just take a -4 (for not having two uses of he kit) if you don't have one.

However I think the construct traits which specifically say

PRD wrote:

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.

Treating deadly wounds is neither Craft Construct or a spell that can affect constructs.

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