Timeworn and crafting


Iron Gods


One of my players has focused on getting the tech crafting feats and I have made available to him the crafting areas in book 3... Now he's thinking about repairing some of the timeworn devices they've come across. Since he could just create the item whole cloth I think having a timeworn version and the creation feat should synergize in some way. Perhaps he can repair timeworn without benefit of a lab. Perhaps it should provide a bonus to the creation roll or a new version could be created at half cost by cannibalizing parts. Do any combinations of these sound workable. I haven't read through the entirety of the adventure path yet and have no idea if this breaks the game.

Any help appreciated.


The timeworn rule is that they're un-fixable, even with crafting feats or a lab. Never to live again, completely and udderly in-fixable. Well, If you are technomancer, then you can "recondition" one timeworn at a time, which is like fixing it, but only one at any one moment. You could homebrew a new rule or feat or something of the like, but other than that there's nothing. Things are placed timeworn for a reason, otherwise things could get a little...timeworn. ;)

Grand Lodge

I've been thinking about this and my thoughts was that even with the tech creation feats, you don't have any idea of WHAT you can make. Unless of course, you find an example of the creation. There's a big difference between being able to create tech items and being able to invent tech items.

So while you can't browse through the Tech guide and make whatever you like, you can say 'Oh, I know how a Laser Rifle is meant to work because we've got a crappy old broken version of one. I'm going to create a brand new laser rifle that works great!'

Maybe some NPCs from Brain Collectors onwards would be able to provide new recipes though?

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