AskingManyQuestions |
http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html
Craft Cybernetics
You can build cyberware and install it in a creature's body.
Prerequisites: Technologist, Heal 9 ranks, Knowledge (engineering) 9 ranks
Benefit: You can create cybernetic items. Creating a cybernetic item takes 1 day for every 1,000 gp in the item's price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.
You can repair a broken cybernetic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.
You can also install a cybernetic item in a creature's body. See the Cybertech section for more information on installing cyberware.
http://paizo.com/pathfinderRPG/prd/technologyGuide/cybertech.html
Craft: This is the Craft DC required to create the cybertech. It is also the Knowledge (engineering) DC to correctly identify the cybertech.
Biofilter
Price 16,000 gp; Slot body; Weight 2 lbs.; Install DC 25; Implantation 3
A nanite matrix is installed in the kidneys and liver to help purge the body of toxins. A biofilter provides a +4 competence bonus on saving throws against disease and poison. In addition, when the user attempts such a saving throw, she rolls twice and takes the higher result.
Construction
Craft DC 25; Cost 8,000 gp
Craft Cybertech, cybernetics lab
Which craft skill is required for making these things? Scanning over the relevant blurbs in the prd just gave me nothing. Am I blind?
dragonhunterq |
Craft (Int)
Those who wish to construct or repair technological items use the Craft (mechanical) skill in conjunction with the technological item crafting feats. Without the Technologist feat, Craft (mechanical) can still be used to craft less advanced forms of technology such as gears, hinges, and pulleys. Note that in the campaign setting, NPCs with the means of crafting technological items are extremely rare, and it is not assumed that PCs have access to such resources. GMs are encouraged to discuss such considerations with their players before allowing technological crafting into the game.