Construct healing


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Hey folks. To keep it short:

If memory serves constructs, like wyrwood, can't be healed by spells on the "cure list", making it considerably more difficult at early levels to survive. While attempting to stretch your subsequently finite capacity to take a hit over what could easily be dozens of encounters can make for an interesting challenge, it is not always fun to play in such a manner.

Subsequently in my search for lower level construct heals (I only have the books posted on the PaizoPRD), I encountered two things (emphasis mine in both):

Quote:


Alchemist's Discovery in UM(available at level 2):

Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Quote:


Paladin's Lay on Hands in CRB(available at level 2):

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

(emphasis mine in both)

So, are either (or preferably both) of these ways valid sources of healing for my little wyrwood? Or am I stuck waiting until a wizard hits level 3 to cast Make Whole before my little Wyr can stop worrying about every little source of scratch damage?


Construct Traits wrote:
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.

"Certain kind of effect" is meant to refer to effects such as the bone golem ability to heal when exposed to spells that deal negative energy damage. Lay on Hands, yours or someone else's, won't work.

Fast Healing is expressly stated to still work for you, so the Alchemist discovery works.


1- A Wyrwood can be repaired without magic.
The craft skill of a carpenter or like craftsman can repaire a Wyrwood. Like a smith can repaire a +1 sword, or a seamstress can repaire a cloak of resistance.

2- The 2nd level spell, Make Whole is not the only spell that can repaire a Wyrwood.
A spell like "Lesser Make Whole". A Mage can come up with a 1st level, a lesser version, it's what mages do...

3- A Wyrwood can't be resurrected, but so what.
A Wyrwood has no soul, so there is nothing for the spell to do. The Craft Construct Feat is all that is needed to "restart" a fully repaired Wyrwood.


Dr Styx:
1) Doesn't that require the craft construct feat per the rules here?

2) Are you referring to some mage ability that I missed allowing them to make their own spells? Or are you referring to the general idea that a DM can (perhaps with player input) try and carefully create a new spell for this purpose?

3) The wording that also happens to be here suggests that craft-construct feat is not a way for a level 5 character to to cast True Resurrection on all his construct buddies, and attempting to fiddle with the rules based on the failings of the english language in our games tends to result in the near-immediate visitation of angry things significantly above our party's ability to handle :)

Saethori:
Thank you for the reminder on fast healing, however looking at the lay-on-hands question again with less sleep-deprived eyes has led me to the conclusion that without either the input of someone able to write official pathfinder errata, or someone providing a piece of information more specific than (please forgive me if it seems like I'm over-simplifying your response) "the rules don't say you can", rule zero seems to be the best option: It works the way the DM says it works.


Rules for researching and creating new spells

Or persuade your GM to import the repair minor damage and it's followers (repair light, moderate, serious etc.) from 3.x). Actually scratch repair minor from that list and start from repair light.


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Paladin's lay on hands is positive energy.

Positive energy doesn't heal/harm things that aren't living or undead, such as constructs.


Get a wand of Infernal Healing.
Of some use would also be Goodberry, Ironbloom Sprouts, and Restful Sleep

/cevah


Thank you Protoman, that makes it very clear.

Cevah, are you sure Restful Sleep would work on something that doesn't heal naturally (with rest)?


Get a pair of boots of the earth.

Pretty much anything that gives fast healing, since that works on constructs.

Scarab Sages

Raetu wrote:

Hey folks. To keep it short:

If memory serves constructs, like wyrwood, can't be healed by spells on the "cure list", making it considerably more difficult at early levels to survive. While attempting to stretch your subsequently finite capacity to take a hit over what could easily be dozens of encounters can make for an interesting challenge, it is not always fun to play in such a manner.

Subsequently in my search for lower level construct heals (I only have the books posted on the PaizoPRD), I encountered two things (emphasis mine in both):

Quote:


** spoiler omitted **
Quote:


** spoiler omitted **

(emphasis mine in both)

So, are either (or preferably both) of these ways valid sources of healing for my little wyrwood? Or am I stuck waiting until a wizard hits level 3 to cast Make Whole before my little Wyr can stop worrying...

The Iron priest cleric archetype can Channel to heal/Harm constructs while healing/harming living creatures. They can also spontaneously cast Make Whole and Greater Make Whole instead of the respective Inflict/Cure spells of those levels. This archetype is in the technology guide and is PFS legal.

The Impossible Sorcerer Bloodline from Champions of Balance, has a bloodline arcana which allows the Sorcerer to target Constructs as if they were living creatures with their spells. They can also target them with mind affecting enchantment (Complusion), despite their normal immunity. Also PFS legal.

Personally, I'd love to build a PC of either type if constructs were more common in my sessions.


Wow thanks for posting that protoman. That is really important information. Before that clarification, there was nothing in construct's traits which says that they couldn't be healed by typical cure spells. All it says is that they do not heal on their own (aside from fast healing). That would be referring to not being healed by rest, but mentions nothing of casting healing magic.

There's even a template called Lifespark Construct In Advanced Bestiary (although that's NOT a Paizo source), that specifically mentions that such constructs lose their ability to be healed by magic with healing descriptor unless it specifies that it works on constructs.

In fact, In the construct's traits, it makes no mention at all of being unaffected by positive energy or negative energy. This is quite important and should definitely be on there.

For those wondering, this clarification was only added in July (this year)


@Raetu: I think you are right. Restful Sleep gives rest which heals naturally, but constructs don't heal naturally.

Joesi wrote:

Before that clarification, there was nothing in construct's traits which says that they couldn't be healed by typical cure spells.

...
In fact, In the construct's traits, it makes no mention at all of being unaffected by positive energy or negative energy. This is quite important and should definitely be on there.

The construct traits don't mention it because the cure spells and the channel do. Constructs are not living.

CLW: When laying your hand upon a living creature, you channel positive energy....
Heal, however does not require the creature to be a living creature.

Channel Energy: A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

/cevah

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just to point out, Infernal Healing would not help the Construct, as it does not have natural healing for the spell to build on. (this is the same as the Summoner's Eidolon)

Some constructs get Fast Healing/Regeneration from their build makeup or construction make up. (as Eidolon's have an Evolution at higher levels) This does not change the lack of natural healing, but provides the added ability as a part if the cost of the manufacture.

There are also other constructs that have a living template, or are effected by spells of a certain type because of how they were made. (Mind effecting for living doll, for example)


thaX wrote:

Just to point out, Infernal Healing would not help the Construct, as it does not have natural healing for the spell to build on. (this is the same as the Summoner's Eidolon)

Some constructs get Fast Healing/Regeneration from their build makeup or construction make up. (as Eidolon's have an Evolution at higher levels) This does not change the lack of natural healing, but provides the added ability as a part if the cost of the manufacture.

There are also other constructs that have a living template, or are effected by spells of a certain type because of how they were made. (Mind effecting for living doll, for example)

Very shaky interpretation.

The Construct type state:

"A construct with the fast healing special quality still benefits from that quality."

Infernal healing states:

"You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1."

In no way the infernal healing says it won't work on creature that lacks natural ability to heal in the first place, nor does the construct description says that the fast healing have to be build in to work and cannot come from external source.

Liberty's Edge

Raetu wrote:
3) The wording that also happens to be here suggests that craft-construct feat is not a way for a level 5 character to to cast True Resurrection on all his construct buddies, and attempting to fiddle with the rules based on the failings of the english language in our games tends to result in the near-immediate visitation of angry things significantly above our party's ability to handle :)

For construct 'resurrection' you want Memory of Function.

For general healing I'd allow Make Whole and Greater Make Whole, but not much else. My reading of the 'fast healing' bit is that it works for constructs that have it in their stat block... NOT that any and all fast healing effects work on constructs. Craft Construct works, though slowly, and there are a handful of other individual powers and options which will repair constructs (e.g. variant channeling w/ the Forge domain... but that only works on METAL constructs).

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Fast Healing and Regeneration builds on the natural healing of a creature. It would not work on Eidolons, constructs, Undead, or any other creature that is not living or lacks the natural healing process.

That a spell gives the ability of Fast Healing does not automatically do it for those that can not use it.


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thaX wrote:

Fast Healing and Regeneration builds on the natural healing of a creature. It would not work on Eidolons, constructs, Undead, or any other creature that is not living or lacks the natural healing process.

That a spell gives the ability of Fast Healing does not automatically do it for those that can not use it.

PRD

Fast Healing (Ex) wrote:
A creature with fast healing regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Format: fast healing 5; Location: hp.

Where do you see Fast Healing requiring natural healing? Yes, it is like natural healing, but it is not natural healing. It is an extraordinary ability.

Why do you say Eidolons can't have it? There is an evolution that gives it to them. Are you saying the evolution is wasted on the eidolon?
Why not constructs? There are some with it. Are you saying the the listed fast healing does nothing?
Why Undead? Vampire Spawn get it, as do some other undead. Are you saying the the listed fast healing does nothing?

You also plan on overriding the spell's explicit granting of an ability because the creature does not normally have it? Do you limit See Invisibility likewise? Do you limit Darkvision? Do you limit Fly?

Sorry, I just can't agree with you.

/cevah

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Constructs traits - Bestiary page 307 wrote:

• 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.

They also do not breath, eat or sleep.

The construct has to start with Fast Healing, the inference here is that it can not gain the ability otherwise.

Undead Traits - Bestiary page 310 wrote:

• Cannot heal damage on its own if it has no Intelligence

score, although it can be healed. Negative energy (such
as an inflict spell) can heal undead creatures. The fast
healing special quality works regardless of the creature’s
Intelligence score.

Those that have fast healing most likely are healing, not taking damage from a healing effect. (it isn't positive energy)

The wording is slightly different, leaving room for rules lawyers to niggle. It is unlikely that Undead will benefit from Fast Healing not already a part of their makeup.

Eidolon class feature Advanced Player's Guide page 55 wrote:

A summoner can summon his eidolon in a ritual that

takes 1 minute to perform. When summoned in this way,
the eidolon hit points are unchanged from the last time it
was summoned. The only exception to this is if the eidolon
was slain, in which case it returns with half its normal hit
points. The eidolon does not heal naturally.

The evolution gives that ability to the Eidolon, at higher levels. This overrides the fact that the Eidolon does not heal naturally, just as does for those undead and Constructs that have that ability.

Also keep in mind, the Cure spells and such, as well as the Rejuvenate Eidolon, will still heal the eidolon, with the exception of one Archtype when the character merges with it.

My point is that the spell is not going to work on something that can not use it. Constructs are specific on this and Undead would certainly not benefit from the spell.

Eidolons are, as they have been on other issues, a bit more open to interpretation. I do think it is something in PFS that could be clarified.


thaX wrote:
Constructs traits - Bestiary page 307 wrote:
• 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.

They also do not breath, eat or sleep.

The construct has to start with Fast Healing, the inference here is that it can not gain the ability otherwise.

Under modifying constructs, they can gain it later than at creation.

"Constructs can also be healed through spells ..."
And why cannot it be healed by a spell that does not call out needing a living creature?

thaX wrote:
Undead Traits - Bestiary page 310 wrote:
• Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

(1) Those that have fast healing most likely are healing, not taking damage from a healing effect. (it isn't positive energy)

The wording is slightly different, leaving room for rules lawyers to niggle. (2) It is unlikely that Undead will benefit from Fast Healing not already a part of their makeup.

Where are you coming up with these rules? Please cite/quote.

My PRD cite indicated that fast healing is like natural healing. This means that it is not natural healing. That is why it is tagged as (Ex).

thaX wrote:
Eidolon class feature Advanced Player's Guide page 55 wrote:
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally.

The evolution gives that ability to the Eidolon, at higher levels. This overrides the fact that the Eidolon does not heal naturally, just as does for those undead and Constructs that have that ability.

Also keep in mind, the Cure spells and such, as well as the Rejuvenate Eidolon, will still heal the eidolon, with the exception of one Archtype when the character merges with it.

The spell also overrides. Read the spell text: "You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1."

thaX wrote:
My point is that the spell is not going to work on something that can not use it.

WHAT?

  • Humans cannot fly. The spell Fly gives them that ability. By your logic, the spell does nothing whatsoever.
  • Humans cannot see in darkness. The spell Darkvision gives them that ability. By your logic, the spell does nothing whatsoever.
  • Humans cannot see invisible things. The spell See Invisible gives them that ability. By your logic, the spell does nothing whatsoever.

thaX wrote:

Constructs are specific on this and Undead would certainly not benefit from the spell.

Eidolons are, as they have been on other issues, a bit more open to interpretation. I do think it is something in PFS that could be clarified.

You logic leads to [at least] three very often used spells being nerfed into zero. Since they do not work that way, your logic is flawed.

Find a logic that allows those spells to work as they have since forever, then see what it does to your assumptions.

/cevah

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I just cited the rules. I am explaining why and how the entries relate to this.

It cites a particular spell Make Whole and directs the reader to read the creature's entry for other specifics.

Also keep in mind, both Undead and Constructs do not have CON.

In the examples you give, a human can walk, now can fly with spell.

Human can see, now can use darkvision with spell.

Human can see, now can see invis with spell.

So maybe walking is not a qualifier, but if a human is blind (by spell or ability), the last two spells are not going to help him.

This is the same situation. If the creature does not heal over time, it can't be accelerated by the abilities given by the spell in question.


thaX wrote:
I just cited the rules.

No. You stated opinions. Neither (1) nor (2) are rules.

thaX wrote:

I am explaining why and how the entries relate to this.

It cites a particular spell Make Whole and directs the reader to read the creature's entry for other specifics.

It cites some spells, yes. It does so as a non-exhaustive list, meaning that the listed spells are only some of the possible spells, not the only spells.

thaX wrote:
Also keep in mind, both Undead and Constructs do not have CON.

So? The spell does not care about that. Neither do the creatures.

thaX wrote:

In the examples you give, a human can walk, now can fly with spell.

Human can see, now can use darkvision with spell.

Human can see, now can see invis with spell.

How? The ability to fly is not a normal thing for a human. Neither is seeing in the dark or seeing invisible.

You said: The construct has to start with Fast Healing, the inference here is that it can not gain the ability otherwise.
You later said: My point is that the spell is not going to work on something that can not use it.
That means that since the construct did not have fast-healing in the first place, the spell that gives it fast healing fails to do anything. How is this different than saying Fly gives a human flight, but since humans don't have it in the first place, it does nothing?

thaX wrote:

So maybe walking is not a qualifier, but if a human is blind (by spell or ability), the last two spells are not going to help him.

This is the same situation. If the creature does not heal over time, it can't be accelerated by the abilities given by the spell in question.

Fast healing IS NOT HEALING OVER TIME like natural healing. IT IS AN EXTRAORDINARY ABILITY. It is NOT natural.

The spell Restful Sleep is accelerated healing over time, and so does not help.

Here are some other spells that give abilities that don't normally come on humans: Water Breathing, Air Walk, Water Walk, Earth Glide, Touch of the Sea, Spider Climb, Monkey-Fish, Dragon's Breath, Echolocation, Imbue with Spell Ability, Burrow, Glide, and who knows how many other spells.

Are you going to come up with an excuse for each and every one?

/cevah


I've read at least one topic about fast healing on constructs before, and it seemed to arrive at what Cevah was saying.

By RAW it is giving the fast healing ability to a creature, since that is the only form of fast healing that is documented, and it's called out that fast healing on creatures functions normally.

RAI is much more debatable though. It's very possible that it's not intended for constructs or undead to benefit from something like infernal healing, but the rules don't happen to cover it.

Liberty's Edge

Constructs are not healed by positive energy
Conjuration (Healing) spells are positive energy
Infernal Healing is a Conjuration (Healing) spell

Silver Crusade

While I agree with you on a bunch of things CBD, I don't think I necessarily agree that "some Conjuration (Healing) spells use positive energy therefore all Conjuration (Healing) spells use positive energy."

Conjuration wrote:

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell's range, but it does not have to remain within the range.

Subschools

Calling: a calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.

Creation: a creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing: Certain divine conjurations heal creatures or even bring them back to life.

Summoning: a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Teleportation: a teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Liberty's Edge

Rysky wrote:
While I agree with you on a bunch of things CBD, I don't think I necessarily agree that "some Conjuration (Healing) spells use positive energy therefore all Conjuration (Healing) spells use positive energy."

Granted, the case was clearer when healing was under Necromancy (as it still is in my home games). However, if we're going to say that some Conjuration (healing) spells are NOT positive energy... then they also wouldn't harm undead. How do we know which ones? Why should the default assumption be that healing ISN'T positive energy unless it specifically says so?

Silver Crusade

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I miss Healing being under Necromancy too -_-

I just go by what they say, the cure spells specifically call out using positive energy.


I don't think all Conjuration (Healing) spells do harm undead; only those specified to use positive energy or explicitly state that they harm undead.

I wouldn't expect infernal healing to harm undead.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Concerning Undead.

I think that those that have the ability already have a process to benefit from Fast Healing, Vampires in particular reprocessing blood to fuel the ability, for example. The spell, or it's higher level counterpart, wouldn't help them, as it doesn't stack nor would the spell's effect use the same process as the Undead's ability.

That is my theory, at least. Going a bit outside the pale, trying to explain the reasoning behind the interaction of the spell.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Cevah wrote:


Fast healing IS NOT HEALING OVER TIME like natural healing. IT IS AN EXTRAORDINARY ABILITY.

Which builds on the Natural healing process of Living Creatures. It is healing the character over the time of rounds instead of days, and does not require rest.

Not sure where your getting an Extraordinary Ability from a spell effect, as Fast Healing from a spell is not the same as the Extraordinary Ability of the same name, it is a spell effect.

Silver Crusade

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Then it's a spell effect, or supernatural effect, whatever.

This "builds on the Natural healing process of Living Creatures" is entirely your own construction and assumption and is not supported anywhere in the rules.

Liberty's Edge

On the original question of low level healing options for a Wyrwood character, the following should work at nearly all tables;

Promethean alchemist effectively gets Craft Construct at 1st level
Iron Priest can heal constructs with channeled energy (though Wyrwood would get only half)
Repair Magic alternate racial trait gives a Wyrwood character Make Whole 1/day instead of darkvision

Finally, just getting a wand of Make Whole should cover the early levels.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Rysky wrote:
This "builds on the Natural healing process of Living Creatures" is entirely your own construction and assumption and is not supported anywhere in the rules.

I am sure you think so.

The main contention is that Constructs do not react to healing spells and do not heal HP on their own. (Unless, of course, they already have the Fast Healing quality, which is likely for automations such like the robot like things seen in Season 6 of PFS)

It says in the entry for both Undead and Constructs that they do not heal HP on their own. (It mentions Int for undead, which a lot do not have) The Eidolon is in the same situation.

The main context is that the spell is a shortcut to an arcane caster to have a healing spell, however slow it is compared to the Cure spells. To that point, there just are some situations where the spell will not work right with the target at hand. It already mentions damage from silver, good aligned spells, and the like. That Fast Healing is an augmentation of the Natural Healing of living creatures (which is in the Fast Healing section of the Bestiary) should have a factor on if the spell works on the target or not.

Silver Crusade

"That Fast Healing is an augmentation of the Natural Healing of living creatures".

And yet Undead and Constructs can both possess it.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

As a form of repair or healing that is dependent on their own resources, especially when the construct has it.

One construct that I know of has a repair ability that works like Cure Serious Wounds, explained as a surge of inner energies that repair damage of the inner structure.

It isn't all Undead/Constructs that can possess it, it is those that already have it in their own entries. The spell partially fizzles on those that do not already have it, still being treated as evil for the duration (if they are not Evil already). Those that do have it will not gain any additional benefit, as the ability does not stack with itself.

The main point of all this is that the spell gives this ability with some trade offs, not repairing damage done by silver or good-Aligned weapon, or spells with the good descriptor. Having the creature be able to use the ability might have something to do with it also.


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I.....yeah. Your argument that Infernal/Celestial Healing doesn't work on constructs is severely flawed.
Where do you see that Fast Healing "builds upon" or "augments" the natural healing abilities of the target?

I agree with Cevah up-thread; if you say that constructs/undead can't benefit from the Fast Healing explicitly granted by the Infernal/Celestial spells because they don't have natural healing, then almost all of the transmutation spells out there simply don't work for a majority of the world. There's simply no way that point can be correct.


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thaX wrote:
It isn't all Undead/Constructs that can possess it, it is those that already have it in their own entries. The spell partially fizzles on those that do not already have it, still being treated as evil for the duration (if they are not Evil already). Those that do have it will not gain any additional benefit, as the ability does not stack with itself.

Wait, wait, wait. Your argument is that constructs/undead don't benefit from this spell's Fast Healing because they can't have Fast Healing, but those who have Fast Healing don't benefit either because they already have Fast Healing?

Do you realize how ridiculous that sounds?

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Most spells are not based on extraordinary abilities.

this spell works on most creatures, it is just these two creature types that have the problem. (And Eidolons)

Most creatures that have Fast Healing have it at 5, that exceeds both spells 1 and 4, and the two effects do not stack, so it has no real effect, that is the point of the last sentence.

I don't see a correlation between this spell and the others, as most creatures are effected by spells normally. Do you go around Blindness by using the Darkvision spell?

It is the healing properties that confuse the issue, as there are limits that are placed on most healing spells (Which is the reason for the thread, Cure spells do not work on Constructs) and Infernal Healing should not be a shortcut to supersede that limitation.


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thaX wrote:
Most spells are not based on extraordinary abilities.
Really? Check the list I gave you.
  • Water Breathing (Ex)
  • Earth Glide (Ex)
  • Burrow (Ex)
  • Flight (Ex or Su)

thaX wrote:

this spell works on most creatures, it is just these two creature types that have the problem. (And Eidolons)

Most creatures that have Fast Healing have it at 5, that exceeds both spells 1 and 4, and the two effects do not stack, so it has no real effect, that is the point of the last sentence.

I don't see a correlation between this spell and the others, as most creatures are effected by spells normally. Do you go around Blindness by using the Darkvision spell?

It is the healing properties that confuse the issue, as there are limits that are placed on most healing spells (Which is the reason for the thread, Cure spells do not work on Constructs) and Infernal Healing should not be a shortcut to supersede that limitation.

Constructs/Undead/Eidolons do not normally heal on their own. None of them say they block healing spells. Specific spells have targets that do not include these creatures, but that is the spell, not the creature limiting the healing.

You say Fast Healing only augments Natural Healing. Prove it. Show the rules text.

/cevah


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Cevah wrote:
thaX wrote:
Most spells are not based on extraordinary abilities.
Really? Check the list I gave you.
  • Water Breathing (Ex)
  • Earth Glide (Ex)
  • Burrow (Ex)
  • Flight (Ex or Su)

Addimg on to this list here...

  • Damage Reduction (EX or SU)
  • Darkvision (EX or SU)
  • Energy Immunity (EX or SU)
  • Energy Resistance (EX)
  • Scent (EX)
  • Spell Resistance (Ex)

So, yeah, I can think of quite a few spells that grant one or more of the abilities above. Your "spells don't rely on (EX) abilities" statement isn't really true.

As to the blind person receiving Darkvision:

Blinded condition, CRB wrote:
Blinded: The creature cannot see.

Show me where it says in the Construct Traits or Undead Traits section that neither can benefit from any form of Fast Healing, and then I'll relent. Until then, however, I shall follow the rules.

For your convenience:

Construct Traits:
Quote:
  • 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.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not breathe, eat, or sleep.

Undead Traits:
Quote:
  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
  • Darkvision 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  • 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, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.

Hint: you won't find it.

Scarab Sages

Murdock Mudeater wrote:

The Iron priest cleric archetype can Channel to heal/Harm constructs while healing/harming living creatures. They can also spontaneously cast Make Whole and Greater Make Whole instead of the respective Inflict/Cure spells of those levels. This archetype is in the technology guide and is PFS legal.

The Impossible Sorcerer Bloodline from Champions of Balance, has a bloodline arcana which allows the Sorcerer to target Constructs as if they were living creatures with their spells. They can also target them with mind affecting enchantment (Complusion), despite their normal immunity. Also PFS legal.

Personally, I'd love to build a PC of either type if constructs were more common in my sessions.

Without links before. The easy way to heal constructs is taking on of the above classes.

Specifically:

Iron Priest:

Quote:

Spoiler:

Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy. This ability alters channel energy.

Spontaneous Casting: An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.

The spontaneous casting doesn't really apply to 1st level characters, but the channel certainly does. I know, heals at a reduced rate if the construct lacks the robot or clockwork subtype, but it doesn't force the cleric to choose between healing living allies and healing constructs.

Impossible Sorcerer Bloodline Arcana:

Quote:
Spoiler:
Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind affecting. Constructs are treated as living creatures for the purposes of determining which spells affect them.

Since the sorcerer bloodline arcana affects all spells cast by the character, not just sorcerer spells, a single level dip into this class is enough to solve all your construct issues regarding spell casting.

Scarab Sages

As for the long debate you two are having regarding fast healing, yes, constructs can have fast healing. A Shield Guardian Golem has fast healing 5.

As for gaining fast healing, it would depend on the source, but nothing prevents constructs from having fast healing once they have it.


You can get the Share Healing feat. (although it doesn't seem to be on the list of feats an animal companion can learn?)

Scarab Sages

Ridiculon wrote:
You can get the Share Healing feat. (although it doesn't seem to be on the list of feats an animal companion can learn?)

There's a clever exploit. Yeah, your PC could be a construct, and this feat would allow you to heal each time your living companion was targeted with healing spells, even if those spells don't won't on constructs.

Some GM's might not allow it, but I think it's fine.


Oh wait, actually after re-reading that i don't think it would work for this situation (or any situation really). The feat says the healing only goes from you to your companion.

It's actually terribly written, currently an animal companion will never be able to take the feat since they can't satisfy the prereq of "Ability to acquire an animal companion, eidolon, familiar, or special mount.", which means you will never get to use it since your companion has to have the feat for it to work.

Interestingly if you were to multiclass Druid/Inquisitor you could use Solo Tactics to halve the healing effects on yourself for absolutely no benefit to your animal companion, lol.

Liberty's Edge

Ridiculon wrote:
It's actually terribly written, currently an animal companion will never be able to take the feat since they can't satisfy the prereq of "Ability to acquire an animal companion, eidolon, familiar, or special mount.", which means you will never get to use it since your companion has to have the feat for it to work.

Hunters automatically share their teamwork feats with their companions without the companion needing to meet pre-reqs, and there are various archetypes / options which allow the same for other classes.


CBDunkerson wrote:
Ridiculon wrote:
It's actually terribly written, currently an animal companion will never be able to take the feat since they can't satisfy the prereq of "Ability to acquire an animal companion, eidolon, familiar, or special mount.", which means you will never get to use it since your companion has to have the feat for it to work.
Hunters automatically share their teamwork feats with their companions without the companion needing to meet pre-reqs, and there are various archetypes / options which allow the same for other classes.

Cavalier could pick it and share it for limited amount of time via tactician class feature.


That's just really weird, what situation was the writer of that feat envisioning it being used in? When would it be better to half heal a hunter/cavalier and their animal instead of fully healing them over 2 turns? Very, weirdly, specific.

It seems like it would be really useful for a Construct Rider Alchemist, except that the construct mount can't take it. It might also be useful for a Mad Dog Barbarian to share rage fast healing or something, except that the war beast can't take it and it only shares healing from spells.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Murdock Mudeater wrote:

As for the long debate you two are having regarding fast healing, yes, constructs can have fast healing. A Shield Guardian Golem has fast healing 5.

As for gaining fast healing, it would depend on the source, but nothing prevents constructs from having fast healing once they have it.

Thank you for making it clearer, that last sentence is one of the things I have been trying to get across.

For the others, lets take a look at all of it.

contruct traits wrote:

Construct Traits (Ex) 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.
Format: construct traits; Location: Immune.
Construct Traits wrote:

A construct is an animated object or artificially created

creature. A construct has the following features.
• d10 Hit Die.
• Base attack bonus equal to total Hit Dice (fast progression).
• No good saving throws.
• Skill points equal to 2 + Int modifier (minimum 1) per Hit
Die. However, most constructs are mindless and gain no
skill points or feats. Constructs do not have any class skills,
regardless of their Intelligence scores.
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.
(bullet Point not included regarding size and adjusts with a table)
• Proficient with its natural weapons only, unless generally
humanoid in form, in which case proficient with any
weapon mentioned in its entry.
• Proficient with no armor.
• Constructs do not breathe, eat, or sleep.

Thus far, we know that Constructs do not heal damage over time ("...on their own.") and that we need to see the creature's description for any effects that can repair it. It can also be healed with spells, though it specifically mentions "Make Whole" as an example. It has no Con, something that it shares with Undead.

Let's take a look at the relevent part of Fast Healing

fast healing wrote:

... Except where noted here, fast healing is

just like natural healing. ...

So, with this statement by itself, it is just like having a Natural Healing. It goes on to mention that HP still won't be recovered from Starvation and such, and it doesn't regrow parts (like the next step from Fast Healing does, Regeneration)

So, at this point we know that Cure spells will not likely work on Constructs, having to use other means to repair damaged constructs, and that they (Constructs, Undead, and Eidolons) do not have the Natural Healing process. (I hope we are agreed on at least this point)

My, and others, contention is that the spell, specifically those of an Arcane nature, giving Fast Healing to the target will not work on those that do not have the natural healing process to augment with that ability.


There is a way to modify constructs that will give let them heal for half from magical healing. But it is also expensive, makes them vulnerable to crits, and the first crit that confirms will destroy it and you will have to pay the full price again to fix it.

Silver Crusade

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thaX wrote:
My, and others, contention is that the spell, specifically those of an Arcane nature, giving Fast Healing to the target will not work on those that do not have the natural healing process to augment with that ability.

Which, again, is something you completely made up and is not supported by the rules.

Undead can have fast healing.
Eidolons can have fast healing.
Constructs can have fast healing.

Saying they can't have cats healing because they don't already have fast healing is complete and utter nonsense.

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