| Ballistic101 |
I am wondering about restoring a destroyed Clocksmith Familiar using Make Whole or Greater Make Whole
I can't find any rule that a destroyed familiar would require the normal resurrection, so I'm guessing Make Whole would work, but please someone correct me if I'm missing it.
2nd part of my question would be what the caster level of the familiar would be. I'm guessing the caster level would be equal to the familiar's master, so Make Whole wouldn't work, and Greater Make Whole would be required.
| I grok do u |
The constructed familiar functions as a typical familiar of its type except as noted here. The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master.
So, the clocksmith follows the usual rules for regaining a familiar:
If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.For completeness sake, here are the alternate rules for gaining a clockwork familiar by taking the improved familiar feat.
From Clockwork Familiar,
Construction
The creator of a clockwork familiar must start with crafted clockwork pieces worth 500 gp.
Clockwork Familiar
CL 12th; Price 14,500 gp
Construction
Requirements Craft Construct, geas/quest, make whole, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 7,500 gp
| Pizza Lord |
Things (like the notes on Companion Reviving) get muddled when familiars (which are usually assumed to be living creatures) become otherwise. Most of the time, the clockwork familiar should follow the same rules (unless they don't make sense). Your clockwork rat familiar will function as a rat familiar (with less bonuses), your clockwork snake familiar will function as a snake familiar.
The wording there, notes:
Creatures with no character levels (such as animal companions and familiars) count as 1st level for the purpose of these spells, and therefore they take Constitution drain instead of negative levels.
This indicates that (usually) a familiar has no class levels, since most are small animals. If you had an improved familiar, or one that had 2 or more HD, then this wouldn't apply. So, in this case, assuming your clockwork familiar is modeled on a normal familiar, it would not count as your level (it might for other purposes), and would potentially take Con drain. As a Construct that's not an issue... but Constructs cannot be raised or resurrected either (without a ruling otherwise, like a cyborg or android or something with a soul).
Normally you can't repair destroyed constructs either.
A construct that has been completely destroyed cannot be repaired, though at the GM’s option some of the materials may be usable in the construction of a new construct.
Maybe you can salvage some to reduce the cost building a new construct.
But, as a familiar, you should be able to follow the rules for replacing a familiar, even as a construct.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
So, you should be able to replace your clockwork familiar like a normal familiar after a week at a cost of 200 gp times your level.
Make whole effects can repair the construct, but I don't believe it will restore a destroyed one. Those spells seem to differentiate 'magic items' and constructs, even ones constructed with Craft Construct and are otherwise similar to crafting a magic item.